Kate Larson
Publications
Strategy, Not Payoffs: A Behavioural Embedding of Normal-Form Games
Learning a strategic task changes more than what is directly taught: fine-tuning on one game can either enhance or degrade an agent's ability to reason in another. Understanding and predicting this transfer of strategic capabilities, however, remains a key challenge for large language models (LLMs). Normal-form games provide an ideal testbed for analyzing this phenomenon, as they feature explicitly defined payoffs and well-characterized equilibrium behaviours. In this work, we investigate whether game embeddings can explain and predict changes in LLM strategic capabilities following fine-tuning across different games. We propose a lightweight two-feature embedding that captures fundamental behavioural demands: the entropy of the Nash equilibrium and the sensitivity of optimal responses to an opponent's action. We show that while existing published structural embeddings primarily memorize game identities and fail to generalize, our behavioural embedding reliably predicts performance changes on held-out games. These results demonstrate that the transfer of strategic capabilities in LLMs is not dictated by the payoff geometry of a game, but by the underlying structure of the decision-making behaviour it requires.
Active Evaluation of General Agents: Problem Definition and Comparison of Baseline Algorithms
As intelligent agents become more generally-capable, i.e. able to master a wide variety of tasks, the complexity and cost of properly evaluating them rises significantly. Tasks that assess specific capabilities of the agents can be correlated and stochastic, requiring many samples for accurate comparisons, leading to added costs. In this paper, we propose a formal definition and a conceptual framework for active evaluation of agents across multiple tasks, which assesses the performance of ranking algorithms as a function of number of evaluation data samples. Rather than curating, filtering, or compressing existing data sets as a preprocessing step, we propose an online framing: on every iteration, the ranking algorithm chooses the task and agents to sample scores from. Then, evaluation algorithms report a ranking of agents on each iteration and their performance is assessed with respect to the ground truth ranking over time. Several baselines are compared under different experimental contexts, with synthetic generated data and simulated online access to real evaluation data from Atari game-playing agents. We find that the classical Elo rating system -- while it suffers from well-known failure modes, in theory -- is a consistently reliable choice for efficient reduction of ranking error in practice. A recently-proposed method, Soft Condorcet Optimization, shows comparable performance to Elo on synthetic data and significantly outperforms Elo on real Atari agent evaluation. When task variation from the ground truth is high, selecting tasks based on proportional representation leads to higher rate of ranking error reduction.