Time to Talk: LLM Agents for Asynchronous Group Communication in Mafia Games
Abstract
An adaptive asynchronous LLM-agent performs similarly to human players in online Mafia games, demonstrating the potential for integrating LLMs into realistic group settings with complex social dynamics.
LLMs are used predominantly in synchronous communication, where a human user and a model communicate in alternating turns. In contrast, many real-world settings are inherently asynchronous. For example, in group chats, online team meetings, or social games, there is no inherent notion of turns; therefore, the decision of when to speak forms a crucial part of the participant's decision making. In this work, we develop an adaptive asynchronous LLM-agent which, in addition to determining what to say, also decides when to say it. To evaluate our agent, we collect a unique dataset of online Mafia games, including both human participants, as well as our asynchronous agent. Overall, our agent performs on par with human players, both in game performance, as well as in its ability to blend in with the other human players. Our analysis shows that the agent's behavior in deciding when to speak closely mirrors human patterns, although differences emerge in message content. We release all our data and code to support and encourage further research for more realistic asynchronous communication between LLM agents. This work paves the way for integration of LLMs into realistic human group settings, from assistance in team discussions to educational and professional environments where complex social dynamics must be navigated.
Community
LLM agents that don't just decide what to say, but also when to say it in group conversations.
The Problem: Most AI is designed for turn-taking (you ask, it answers). But real communication is asynchronous - like in face to face interaction, and also in written group interaction like chats: timing matters as much as content.
Our Solution: We built an agent with two components:
โฐ๐ค Scheduler: Decides WHETHER to post a message right now
โ๏ธ๐ค Generator: Composes the actual message content
We tested it in games of Mafia (a.k.a/similar to Werewolf/Resistance/Among Us/Traitors/...) alongside human players! We publish all of the data as a new dataset: LLMafia (available on HuggingFace ๐ค).
Results:
โ
Agent matches human timing patterns
โ
Similar win rates to humans
โ
Humans fail to identify the agent >40% of the time
โ Agent messages are distinguishable by classifiers
This opens doors for AI in team collaboration, group learning, and any setting where natural conversation flow matters!
This is an automated message from the Librarian Bot. I found the following papers similar to this paper.
The following papers were recommended by the Semantic Scholar API
- LLM-Driven NPCs: Cross-Platform Dialogue System for Games and Social Platforms (2025)
- MultiMind: Enhancing Werewolf Agents with Multimodal Reasoning and Theory of Mind (2025)
- First Steps Towards Overhearing LLM Agents: A Case Study With Dungeons&Dragons Gameplay (2025)
- Collaborative Problem-Solving in an Optimization Game (2025)
- Multi-Party Conversational Agents: A Survey (2025)
- SOTOPIA-S4: a user-friendly system for flexible, customizable, and large-scale social simulation (2025)
- LLAMAPIE: Proactive In-Ear Conversation Assistants (2025)
Please give a thumbs up to this comment if you found it helpful!
If you want recommendations for any Paper on Hugging Face checkout this Space
You can directly ask Librarian Bot for paper recommendations by tagging it in a comment:
@librarian-bot
recommend
Models citing this paper 0
No model linking this paper
Datasets citing this paper 1
Spaces citing this paper 0
No Space linking this paper
Collections including this paper 0
No Collection including this paper