arXiv:2512.01992cs.AIcs.CL2025-12被引 11

用下棋测试大模型推理与指令遵循能力,发现顶尖模型仍易出错。

LLM CHESS: Benchmarking Reasoning and Instruction-Following in LLMs through Chess

  • 通过动态对弈评估模型推理与指令执行能力
  • 50+模型表现参差,部分顶尖模型仍难持续获胜
  • 框架防过拟合,适合评估真实场景下的模型表现

我们提出 LLM CHESS,一个基于国际象棋的评估框架,用于检验大语言模型在复杂推理和指令遵循方面的泛化能力。通过与随机对手进行多轮自主交互对弈,对超过50个开源和闭源模型进行评分,使用胜率、落子质量、合法率、幻觉行为及对局时长等行为指标。针对部分顶级推理模型,通过与可调难度的棋类引擎对弈,推导出其埃洛(Elo)等级分,实现直观比较。尽管指令简单且对手较弱,许多先进模型仍无法完成对局或稳定取胜。实验显示,推理与非推理模型之间存在明显差距。与静态基准不同,该框架的随机性和动态性有效降低过拟合与记忆偏差,防止评估饱和,即使对顶尖模型也构成挑战。为支持后续研究,我们公开实验框架、公共排行榜及对局数据集。

原文摘要 · Abstract (English)

We introduce LLM CHESS, an evaluation framework designed to probe the generalization of reasoning and instruction-following abilities in large language models (LLMs) through extended agentic interaction in the domain of chess. We rank over 50 open and closed source models by playing against a random opponent using a range of behavioral metrics, including win and loss rates, move quality, move legality, hallucinated actions, and game duration. For a subset of top reasoning models, we derive an Elo estimate by playing against a chess engine with variably configured skill, which allows for comparisons between models in an easily understandable way. Despite the simplicity of the instruction-following task and the weakness of the opponent, many state-of-the-art models struggle to complete games or achieve consistent wins. Similar to other benchmarks on complex reasoning tasks, our experiments reveal a clear separation between reasoning and non-reasoning models. However, unlike existing static benchmarks, the stochastic and dynamic nature of LLM CHESS uniquely reduces overfitting and memorization while preventing benchmark saturation, proving difficult even for top reasoning models. To support future work on evaluating reasoning and instruction-following in LLMs, we release our experimental framework, a public leaderboard, and a dataset of associated games.

推理评估指令遵循棋类任务

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