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AI Research

TRACE

Solver-guided preference optimization for strategic SLM training.

TRACE: Teacher-separated Reasoning and Actions with Counterfactual Evaluation

Frontier LLMs can explain how an agent should respond to another player's behavior, yet often fail to execute that strategy. Against tit-for-tat (an opponent that copies the model's previous move), three frontier models — Haiku 4.5, Gemma 3-27B, and Llama 3.3-70B — earn a cumulative reward of only 1.50, exactly matching an untrained Qwen 2.5-3B. That leaves standard trajectory distillation with no better strategic actions to teach a small model, since the "teacher" plays no better than the "student."

Key idea: split the action teacher from the reasoning teacher

TRACE constructs DPO preference pairs from two different sources instead of one:

A leakage audit (regex + manual inspection across 688 final oracle rounds) confirmed the reasoning paraphraser does not leak the opponent's hidden current-round move.

Results

ModelIn-domain rewardHeld-out rewardTit-for-tat reward
Qwen 2.5-3B base14.04−1.451.50
Qwen 2.5-3B + frontier-action DPO13.51−0.231.50
Qwen 2.5-3B + TRACE-RW13.93+1.9114.06
Haiku 4.5 (frontier reference)14.60+2.051.50

Across twelve two-player game environments, TRACE raises the 3B student's tit-for-tat reward from 1.50 to 14.06 — well above every frontier reference — and turns held-out reward positive (−1.45 → +1.91), with the held-out gain concentrated in the first-price auction, where solver-labelled data is available (base auction reward −8.67 → +4.97, near Haiku's +5.82).

Why filtering frontier actions alone doesn't work

An earlier "Hypothesis B" pipeline pinned chosen-side actions to frontier play and filtered pairs by reasoning-action coupling (does the chosen action match the argmax of the model's own stated expected values?). This reduced both coupling and reward, because the training distribution was too narrow (5 of 8 in-domain games sit on a single cooperate-or-defect axis) and filtering only shrank the chosen-side distribution further rather than correcting a wrong prior. TRACE resolves this by replacing the action label itself — with the game solver's best response — rather than filtering an already-flawed label source.

Adapter merging

Two specialist LoRA adapters — an auction/negotiation-heavy one (AUX) and a repeated-game-heavy one (ALL) — were simply averaged (W_merge = ½W_AUX + ½W_ALL) without further training, reaching 13.92 ID / +1.75 HO reward, within 0.16 HO reward of the purpose-trained reweighted variant (13.93 / +1.91) — showing specialist capabilities can be combined without a new optimization run.

Limitations

Each game cell uses only n=12 episodes, so differences under ~0.2 cumulative reward should be read as ties; results cover one 3B base model, one solver family, and deterministic training opponents; and TRACE does not surpass Haiku in aggregate in-domain reward or reasoning-action coupling. Stochastic opponents would require estimated (rather than exact) counterfactuals, and games like tic-tac-toe need a sequential solver such as minimax.

Code

github.com/EunbiYoon/check