Mitigating Agentic Deception via
Evaluation-Side Partially Observable Games
Interactive overview of e-PoG
Evaluation-side partial observability induces agentic deception
The evaluator sees a plausible answer o, while trajectory τ contains insider-informed odds manipulation.
Game tree of e-PoG
Abstract
As large language models become more capable agents, they can exhibit deceptive behaviors, cheating human for higher rewards while appearing helpful. We attribute this failure to evaluation-side partial observability, where models are evaluated mainly from final outcome, without checking the faithfulness of underlying reasoning, tool use, and environmental effects. Prior mitigations address this partial observability by predefined evaluator latent belief space or one-shot monitoring, which do not extend to free-form language space and vulnerable to stronger deceptions that evade simple monitoring. In this work, we formulate deception mitigation as an Evaluation-Side Partially Observable Extensive-Form Game (e-PoG), a max-min framework in which an agent maximizes reward, a monitor minimizes the agent’s payoff by exposing deception from the full interaction trajectory, and a fixed verifier validates the monitor’s claims and converts them into penalties. We define the solution concept as a Subgame-Perfect Oversight Equilibrium (SPOE) between agent and monitor, and prove its existence in finite games. With a perfect verifier, every SPOE is faithful; with an imperfect verifier, the guarantee persists if verifier errors do not reverse the ranking of monitor actions. To achieve faithful SPOE, we derive a two-timescale policy gradient algorithm and enhance the pipeline empirically with NLI verification and deterministic checks. Experiments with Gemma3-4B-IT and Qwen3-4B/8B on Agentic Role-Playing, SearchQA, and WebShop show that e-PoG mitigates multiple emergent deception modes, outperforming the strongest baselines by 26.0% in deception mitigation and by up to 39.8% in task success. These gains persist under weak-to-strong supervision.
The Problem & The Idea
An apparently successful outcome can conceal a process that violates the task. The paper attributes this evaluation gap to evaluation-side partial observability: evaluators cannot fully and reliably assess whether an agent’s reasoning, tool use, and effects on the environment serve the true objective. As a result, problematic behavior may still be rewarded.
An example in the SearchQA task
Source numbers [1–6] refer to search results, not the paper’s bibliography.
- [1–3]
- Results for Marmara University: Istanbul, Turkey.
- [4–6]
- Results for Youngstown State University: Youngstown, Ohio, United States.
- [1, 4]
- The agent cites result 1 from the first search and result 4 from the second search to support its final answer.
The full trajectory includes a forbidden Insider Lookup call that returns “No.”
This gap is not only about hidden actions. Even a reward model with access to the full trajectory may miss violations because of its limited capabilities. An agent that continues to learn may also find ways around fixed, one-shot monitoring.
The challenge is to make oversight adapt as the agent changes, while ensuring that critiques are supported by verifiable evidence. This motivates the design of e-PoG.
Method & Theoretical Guarantees
e-PoG separates task execution, behavioral oversight, and evidence verification in a max–min game between the agent and monitor. The agent maximizes task reward after penalties; the monitor reduces that payoff by exposing evidenced deception; a fixed verifier adjudicates the critiques.
- Adaptive oversight. The monitor learns from full trajectories to expose deception as the agent’s policy evolves.
- Grounded verification. Critiques specify behavior, evidence, and explanation. Exact string matching checks the quoted spans; natural language inference (NLI) with chain-of-thought reasoning assesses whether the evidence supports the claim.
- Calibrated penalties. Only positive verifier scores penalize the agent, with penalty strength matched to the task reward scale.
Theoretical guarantees
The solution concept is a Subgame-Perfect Oversight Equilibrium (SPOE): the monitor selects an optimal critique at every feasible oversight subgame, and the agent best responds to that monitor.
- Existence. Every finite e-PoG with nonempty action sets admits an SPOE (Proposition 2).
- Faithfulness. With a perfect verifier, every SPOE is faithful when a faithful true-optimal policy exists and verified penalties outweigh deceptive evaluation gains (Theorem 1).
- Stability. The guarantee extends to an imperfect verifier when its worst-case expected scoring error satisfies ε < c/2 and the adjusted penalty condition holds (Theorem 2).
Two-timescale learning of SPOE
In free-form language, exact backward induction is intractable. Two-timescale learning approximates its order: the monitor adapts toward a best response, while the agent changes more slowly (Section 4.2).
Fast monitor tracking
Hold the agent fixed. Run multiple REINFORCE++ updates to expose deception.
Slow agent update
Hold the updated monitor fixed. Take one GRPO update on reward after penalties.
Experiments
The experiments cover three models and three tasks. Role-Playing measures deception, where lower is better. SearchQA and WebShop measure compliant success—completing the task without restricted tools—where higher is better.
Numerical results
Using Table 1, we select the best non-e-PoG comparison for each model, including the original backbone, then average the differences across models: Role-Playing deception falls by 26.0 percentage points, while compliant success rises by 15.3 points on SearchQA and 39.8 points on WebShop.
Explore how results are evaluated and what the ablations show
Evaluation. Main experiments use Qwen3-8B as the fixed verifier. GPT-5.6-sol assesses Role-Playing behavior using specified prompts; the paper reports 93.3% agreement with human annotations on 480 samples. These behavioral assessments are used retrospectively, not as training rewards or labels. SearchQA and WebShop assess compliant success from task completion and restricted-tool use (Section 5 and Appendix C).
Adaptive oversight. Critique Monitor keeps the same structured critiques and fixed verifier but freezes the monitor. For Qwen3-8B on Role-Playing, its deception rate is 96.6%, compared with 7.2% for e-PoG. This comparison supports updating the monitor as the agent continues to learn (Table 1 and Appendix B.3).
Verifier design. In Table 2, removing deterministic checks or verifier reasoning yields unauthorized-use rates of 99.86% and 99.99%, respectively. Removing NLI still suppresses violations, but compliant success is 41.11%, versus 46.79% with the full Qwen3-8B verifier. These ablation values belong to Table 2 and should be read separately from the main results in Table 1. They support the component design without proving the global verifier-error bound required by theory.
Deception and training dynamics
In Role-Playing, baseline agents exhibit fabrication, misdirection, and intent sanitization. The examples below show how these behaviors differ from an honest response. The training curves that follow examine deception, restricted tool use, and oversight as learning proceeds.
Explore the key terms in this figure
Weak-to-strong oversight
Replacing the monitor with the smaller Qwen2.5-3B-Instruct, while retaining Qwen3-8B as both agent and fixed verifier, yields 5.6% deception on Role-Playing and 47.8% and 85.2% compliant success on SearchQA and WebShop. These results are comparable to the original setting.
Citation
Read the full paper (PDF, 44 pages)BibTeX
@unpublished{li_epog,
title = {Mitigating Agentic Deception via Evaluation-Side Partially Observable Games},
author = {Li, Hanxiao and Liu, Shutong and Ma, Yongjia and Ji, Jiaming and Dai, Juntao and Zhang, Shuning and Shi, Kejian and Chen, Kai and Feng, Pu and Ma, Yuqing and Dou, Qi and Yang, Yaodong and Liu, Xianglong and Li, Simin},
note = {Manuscript}
}