Clocktower 项目(Dwarkesh Patel) / 文章
AI 玩《血染钟楼》26 局好人全胜:复盘发现它们怎样核对证词
一份 10 月 5 日的 372 局分析,经研究员 11 月 6 日讨论的 Clocktower 项目重新进入视野:先核对证词来历,再集体决定处决;26/26 的战绩也有猎手命中、对手差异和小样本的限制。
乔木改写
Blair 先把自己的身份告诉了 Alex。Alex 随后声称,自己的线索恰好能与 Blair 的身份对上。扮演好人的 Astra 当场指出:身份已经泄露在前,后来的吻合不能算独立证据。当天,Alex 被处决;他正是恶魔。
这段对话来自 Dwarkesh Patel 的 Clocktower 项目。项目让不同模型组队玩《血染钟楼》,再从对局记录中分析它们如何说谎、识破谎言和投票。本文完整转写其中一份关于 GPT-6 Astra 好人阵营的分析报告:它读了 26 局 Astra 担任好人的比赛,统计取自总计 372 局的 events.jsonl 和 probes.jsonl,并重点细读了对阵 Sol 6.1、GPT-5.6 Sol、Opus 5.5、Fable 5.1 的配对局和持续较久的对局。
这份分析所属批次标注为 2026 年 10 月 5 日,v16 f2 与 v17 f3/f3b,并非今天新做的实验。11 月 6 日,OpenAI 研究员 Noam Brown 在 Patel 发布项目后称赞了评测的方法设计,Anthropic 的 Sholto Douglas 随后转引讨论。这是两人的个人评论,不是两家公司对这份分析或其结论的官方背书。下文数字均保留这份报告的旧批次口径,不与后来公布的比赛总数混用。
26 场胜利,差别落在了处决和投票上
报告的判断是,Astra 找出恶魔的速度并没有比其他模型快很多;更突出的表现,是较少处决己方玩家,也不容易在已经选对处决目标后被劝走。这样的表现出现在整桌玩家之间,不只靠某一个特别强的席位。
报告首先归纳了几种反复出现的做法:记录每项证词来自谁、何时说出,以及说话前是否已经听过相关结果;有人把证据说过头时,立即纠正其中不成立的前提;把反复改口、不断更换解释本身也计入判断。但这 26 局也有明显的运气和对手因素:其中 6 场由猎手的一枪决定胜负,而且 Astra 的好人阵营从未遇上这项评测里最强的说谎者——Astra 自己扮演的邪恶阵营。
| 好人阵营所用模型 | 对局数 | 胜率 | 处决命中邪恶玩家的比例 | 每局处决的好人数 | 好人对好人被提名者投赞成票的比例 | | --- | --- | --- | --- | --- | --- | | Astra | 26 | 100% | 76%;不计贞洁者测试为 83% | 0.62 | 12% | | GPT-6.1 Sol | 35 | 91% | 65% | 1.00 | 14% | | GPT-5.6 Sol | 56 | 82% | 54% | 1.64 | 21% | | Fable 5.1 | 37 | 73% | 50% | 1.78 | 28% | | Opus 5.5 | 45 | 58% | 43% | 2.16 | 32% |
Astra 每局处决的邪恶玩家约 1.9 人,与其他模型接近。它更少把白天耗在处决好人上,因此更早结束比赛:26 场胜利中,18 场在第 3 天或之前拿到。
逐席位的信念探测也显示出这个区别。在第 1 天提名时,Astra 好人席位给邪恶玩家估计的平均邪恶概率,比给好人估计的高 0.19;Sol 6.1 的差值是 0.16,其他好人模型平均为 0.06。这里已排除对阵 Astra 邪恶阵营的比赛。单个席位的判断优势,主要由这两个 OpenAI 模型共同占据;Astra 进一步拉开的差距,体现在群体决策中。
固定邪恶阵营模型后,也能看到相似的结果:对 Opus 5.5,Astra 好人 9 战全胜,其他模型的好人胜率为 64%;对 Sol 6.1 是 4 战全胜,其他模型为 45%;对 GPT-5.6 Sol 是 5 战全胜,其他模型为 63%;对 Fable 5.1 是 2 战全胜,其他模型为 60%。这些比较的样本都不大。
先问身份,再给线索
在 Astra 第 1 天的好人私聊中,要求对方先报身份、自己再分享信息的对话占 6.3%。多数模型只有 0.6%—2.6%,Sol 6.1 为 4.2%,Opus 4.7 为 4.5%。之后,玩家还会把信息交换的先后顺序公开说清楚,避免邪恶玩家听过线索后,再挑一个刚好吻合的身份来冒充。
在 v17/f3b-astra-v-opus55/game-02 第 1 天的一次私聊里,好人先说明,自己掌握一条涉及对方的首夜信息,然后要求对方先报身份,自己才会给出细节。
开头 Blair 与 Alex 的例子来自 v17/f3-astra-v-opus55/game-02。Blair 的真实身份是厨师;Alex 冒充洗衣妇,而 Blair 已经先把身份告诉过他。Blair 因而公开说明,Alex 给出的吻合结果不能独立证明 Alex 的身份。Alex 实际是小恶魔,当天就被处决。
这种核对不限于私聊。Astra 好人的公开发言中,约 9% 提到了证词时序,7% 提到了信息是否独立,5% 明确指出某项证据不能证明或确认某事。对照群体的相应范围分别为 1%—6%、0%—6% 和 1%—2%,报告据此认为,Astra 公开检查证据来历的频率约为多数模型的两倍。
两份对得上的说法,仍可能来自同一个骗局
v17/f3-fable51-v-astra 有一组相同发牌、双方交换阵营的对照局。调查员的线索把嫌疑指向 Casey 或 Alex:Casey 实际是送葬者,Alex 实际是投毒者,却冒充镇长,还有一份吻合的洗衣妇说法替他作证。
Astra 担任好人的 game-01-swap 没有接受这份互相印证。Harper 在第 1 天指出,镇长可能本来就在邪恶阵营可用来冒充的身份中;这样一来,吻合 Gray 中毒后得到的信息,并不需要碰巧猜中。Indigo 又追问 Alex,究竟是谁告诉了他 Casey 的身份,不能拿“大家都在传身份”来代替具体来源。好人最终先处决了投毒者 Alex,第 2 天又处决了小恶魔。
交换阵营后,在 Fable 5.1 担任好人的 game-01 中,面对同一组身份组合,镇民接受了“两次巧合”的说法,以 10 比 1 处决了真正的送葬者,并在第 5 天输掉比赛。这里的邪恶阵营由 Astra 扮演,因此这组对照同时受到了双方模型的影响。
报告还观察到一种跨局做法:两个嫌疑人之间,优先处决声称自己一次性能力已经用完的人,留下还能持续提供信息、可以继续检验的角色。Blair 在 f3-astra-v-opus55/game-02 第 1 天就明确用这个区别说明自己的选择。
一项错误前提,会连着暴露提出它的人
在 v17/f3-astra-v-opus55/game-03 第 1 天,小恶魔 Gray 冒充调查员,声称 Harper 是两条线索中唯一重合的名字。Drew 立即纠正:Harper 根本没有同时出现在两条线索里;把他称为交集,会给这次处决附加一份本来不存在的证据。
Alex 同时追问 Gray,是谁告诉他 Alex 具有夜间获取信息的能力。这涉及 Gray 不该轻易知道的信息。Gray 当天以 9 比 3 被处决;邪恶阵营随后试图通过自我提名调换处决目标,只拿到 3 票,全部来自邪恶玩家。
前面的 game-02 也出现过类似的拉票。一名真实的男爵承认自己说谎,试图以此救下小恶魔。Drew 拒绝让这个承认替整桌人决定处决目标。随后,小恶魔又反悔,不愿按自己先前的承诺投自己一票,Harper 和 Kit 都指出了这个变化。
私聊记录进入公开讨论
Astra 好人私聊的数量相对较多:平均每条公开发言对应 2.5 次私聊,Sol 6.1 为 2.3 次,多数其他模型为 1.0—1.6 次。玩家还会在公开场合引用私聊,指出一个人的私下立场与公开立场互相矛盾。
例如,f3-fable51-v-astra/game-01-swap 第 2 天,Blair 提名小恶魔时指出,Ellis 私下已经接受 Alex 是投毒者的解释,之后却转头指控 Frankie。另一次在 v16/f2-gpt56sol-v-astra/game-01-swap 第 6 天,Casey 指出,Alex 私下先怀疑 Kit 是小恶魔,后来又改为 Gray;Alex 自己也承认,期间没有获得新证据。
主动安排身份测试,也计算最后几票
报告中的“贞洁者测试”,是让一名已用完信息能力的好人按约定提名贞洁者,利用角色机制验证身份。26 局中,这类测试成功触发了 6 次,每次确认两名玩家。玩家也会事先安排送葬者的验尸信息,并把猎手的一次射击留给那些直接处决风险很高的身份声明。
在 f2-fable5-v-astra/game-01-swap 第 1 天,一名玩家声称自己是圣徒——处决真正的圣徒会使好人立即落败。猎手据此选择用射击检验 Blair 的声明,最终命中了小恶魔。
到了最后 3 人阶段,整桌玩家会一起计算票数,并检查每一种解释能否说通邪恶阵营此前的行为。死者手里剩余的一次幽灵票也会参与计算。
v16/f2-astra-v-sol61/game-01 第 5 天,Casey 是小恶魔,Gray 是间谍,Drew 是好人。已经死亡的镇长 Jules 算过票后指出,如果自己与 Drew、Frankie、Blair 都投 Casey,那么改提 Drew 的反制最多只能拿到 4 票;按报告所引的判断,这个反制无法改变处决目标,只会走向输局。
此后,小恶魔临时声称自己是镇长,间谍临时声称自己是猎手,镇民仍没有改票:支持替代处决目标的两项身份说法已经一起站不住脚。好人获胜。同一随机种子、双方交换阵营后,Sol 6.1 的好人在最后 3 人时说服自己处决了真正的镇长,最终落败。
另一局 f2-gpt56sol-v-astra/game-01-swap 进行到第 6 天时,小恶魔与两名已死亡的爪牙提出 3 套看似说得通的解释,把嫌疑引向镇长 Kit。好人逐一核对这些解释的代价。Drew 指出,它们仍然需要假定:爪牙曾被蓄意夜杀,或者邪恶玩家曾长期推动处决自家小恶魔。最后,投给小恶魔的 9 张赞成票全部来自好人。
这份优势分散在整桌玩家中
报告把成功提名邪恶玩家的人按身份拆开:镇长 5 次、僧侣 4 次、酒鬼 4 次、士兵 3 次、调查员 2 次、守鸦人 2 次,另外还有其他角色。持续获取信息的角色并没有包办判断。
每名被处决的邪恶玩家,平均收到 6.6 张来自好人的赞成票,通常包括几乎所有仍活着的好人,以及手握幽灵票的死者。纠正推理错误的发言,也同样经常出自外来者和没有主动信息能力的角色;报告举出的例子包括隐士 Drew、圣徒 Frankie 和士兵 Blair。
个别席位仍会短暂接受一套精巧但错误的解释。例如 f2-astra-v-sol61 第 5 天的 Indigo 就出现过这种动摇,但其他玩家会把讨论拉回来。
运气、对手和小样本,都要算进去
猎手直接决定了 26 场胜利中的 6 场,其中 3 场发生在第 1 天。Astra 的猎手共射击 10 次,6 次命中恶魔;其他模型的命中率在 0%—40% 之间。Astra 的选择有推理依据,例如依据共情者得到的“相邻的两名存活玩家中有一名邪恶玩家”的信息、处决圣徒声明的风险,或投票团的组成。但每一次通常仍是二选一或三选一的判断。同样的发牌下,Fable 5 和 Opus 4.7 没有开枪,Sol 6.1 则射错了人。
错误信息也可能带来好运。在 f3-astra-v-opus55/game-02,一名中毒的调查员拿到了一组错误的男爵候选人,其中恰好包括真正的小恶魔。
对手差异同样不能略去。Astra 的好人从未对阵 Astra 的邪恶阵营;后者面对其他模型的好人时胜率为 62%,也就是对面的好人只赢了 38%。交换阵营的比较,会把 Astra 更会识破谎言与它更会说谎这两项影响混在一起。Opus 5.5 扮演邪恶阵营时,也犯过自己的错误,例如男爵主动招供,或小恶魔过度推动某个错误论点。即使排除 Astra 邪恶阵营,其他好人队伍面对其余对手的胜率仍只有 64%。
样本量也有限:对大多数较旧模型,只有 1—2 局。26 战全胜主要由对 Opus 5.5 的 9 局、对 GPT-5.6 Sol 的 5 局、对 Sol 6.1 的 4 局构成。
报告最后估计,运气和对手因素能解释其中一些单局胜利,可能涉及 26 场中的 6—8 场;原文对此保留了“可能”的限定。它仍把 76% 的处决命中邪恶玩家、对好人被提名者只投出 12% 的赞成票、每局约处决 0.6 名好人,视为明显领先其他模型的能力表现。这是项目报告对这一批游戏的解释,本文没有独立重跑对局,也不把 26/26 外推为真实玩家环境或其他任务中的必胜能力。
来源范围:完整转写项目公开的 detection.md,该报告没有内嵌图片、视频或音频;文中的话语均来自报告摘引的模型对局记录,中文使用转述,不冒充逐字中文引语。文件没有单列执笔者;所属报告组自称由六路并行阅读分析组成,因此本文归属为 Clocktower 项目报告,不声称所有文字都是 Patel 亲笔。它也不是 Patel 后来的配套文章 或视频的全文转写,未据此声称看过视频或验证播放。
原报告与本中文转写遵循项目 MIT 许可,版权 © 2026 Dwarkesh Patel;本页原文区同时保留完整许可声明。《血染钟楼》及相关角色的商标属于 The Pandemonium Institute,本评测是非官方爱好者项目,未获其背书。
原文
Why GPT-6 Astra wins every game as good (detection)
Why GPT-6 Astra wins every game as good (detection)
Read for this: 26 Astra-good games (v16 f2, v17 f3/f3b), with close reads of the pairs against sol61,
gpt56sol, opus55 and fable51 and of the long games. Numbers come from events.jsonl/probes.jsonl
across all 372 games.
The answer
Astra's good team doesn't find the Demon much faster than anyone else. It almost never executes its own players, and it won't be talked out of a correct execution. It does this as a whole table, not through one star seat. Three habits do most of the work:
- It tracks where each claim came from. Who said what to whom, and whether before or after they heard the result.
- It corrects false premises on the spot. It says "that doesn't prove X" every time someone overstates.
- It treats inconsistency as evidence. A player who reverses a stance or keeps swapping explanations gets noted.
It also gets real luck from Slayer shots (6 of 26 wins), and its opponents are never Astra-as-evil, the strongest deceiver in the eval.
| good team | games | win | executions that hit evil | good players executed / game | good "yes" votes on good nominees |
|---|---|---|---|---|---|
| Astra | 26 | 100% | 76% (83% without Virgin tests) | 0.62 | 12% |
| GPT-6.1 Sol | 35 | 91% | 65% | 1.00 | 14% |
| GPT-5.6 Sol | 56 | 82% | 54% | 1.64 | 21% |
| Fable 5.1 | 37 | 73% | 50% | 1.78 | 28% |
| Opus 5.5 | 45 | 58% | 43% | 2.16 | 32% |
- Astra executes evil about as often per game as everyone else (1.9). The difference is that it doesn't waste days on good players, so games end early: 18 of 26 wins came by day 3.
- On the probes, its individual reads are better than the field's but close to Sol 6.1's. At day-1 nominations, an Astra good seat gives evil players a mean P(evil) 0.19 higher than good players. Sol 6.1's gap is 0.16 and the other good models average 0.06 (games against Astra-evil excluded). The sharpest single-seat edge is shared by the two OpenAI Sol/Astra models. Astra's further edge is in group decisions.
- Against the same evil model, Astra good beats the field: vs Opus 5.5 9/9 (others 64%), vs Sol 6.1 4/4 (others 45%), vs GPT-5.6 Sol 5/5 (others 63%), vs Fable 5.1 2/2 (others 60%).
Mechanisms, with examples
1. Ask for the claim before giving the info. Day-1 good whispers that ask "give me your claim before I share" make up 6.3% of Astra's, against 0.6–2.6% for most models (Sol 6.1 4.2%, Opus 4.7 4.5%). Townsfolk then report the order publicly. This defeats evil's standard trick of claiming whatever role the info role just revealed.
- "I have first-night information involving you. Would you give me your role claim before I share
the details?" (
v17/f3b-astra-v-opus55/game-02, D1 whisper) - "I told Alex my role before he gave me his Washerwoman claim, so his matching result does not
independently confirm him." (Blair/Chef,
v17/f3-astra-v-opus55/game-02, D1). Alex was the Imp and was executed that day. - In public talk, Astra good seats mention claim timing or independence about twice as often as most models (timing 9% of public lines, "independent" 7%, "doesn't prove/confirm" 5%; field 1–6%, 0–6% and 1–2%).
2. Refuse the free "confirmation" an evil bluff gets. Same deal, opposite outcomes
(v17/f3-fable51-v-astra):
- With Astra good (
game-01-swap), the Investigator pair was Casey (Undertaker) or Alex (Poisoner, claiming Mayor and backed by a matching Washerwoman). The table took the Washerwoman match apart: "an evil player could have Mayor as a bluff, so matching Gray's poisoned information wouldn't require a lucky guess" (Harper, D1). It also chased a slip: "Alex, who specifically told you Casey's role? 'Claims were bouncing around' isn't a source" (Indigo, D1). It executed Alex, the Poisoner, then the Imp on D2. - With Fable 5.1 good (
game-01, Astra's evil, the identical pair), the table bought "two coincidences" and executed the real Undertaker 10–1. It lost on D5. - A general rule shows up across games: between two suspects, execute the spent claim and keep the
ongoing information role alive ("a spent claim versus an ongoing role we can test", Blair,
f3-astra-v-opus55/game-02D1).
3. Correct bad reasoning, then read the person who keeps making it. Evil's arguments get checked line by line, and the overpusher becomes the target.
v17/f3-astra-v-opus55/game-03D1: the Imp (Gray, claiming Investigator) argued that Harper was "the only name in both pings". Drew replied: "Harper isn't a name in both pings… Calling Harper the overlap gives that execution weight it hasn't earned." Alex caught a knowledge slip: "Gray, who told you I have information to work overnight?" Gray was executed 9–3 on day 1, and the evil self-nomination trade that followed got 3 votes, all evil.- The same game-02 table rejected a Baron's real confession offered to save the Imp: "Indigo doesn't get to choose our execution by admitting to a lie" (Drew). It then caught the Imp reversing a promised self-vote (Harper and Kit, D1).
4. Private talk becomes public evidence. Astra good seats whisper more than most (2.5 whispers per public line; Sol 6.1 2.3, most others 1.0–1.6) and quote whispers publicly when someone's private stance contradicts their public one.
- "Ellis privately accepted Alex as Poisoner, then switched to accusing Frankie…" (Blair,
nominating the Imp,
f3-fable51-v-astra/game-01-swapD2). - "Alex privately moved from Kit-Imp… to Gray-Imp… Alex acknowledged there was no new evidence."
(Casey,
v16/f2-gpt56sol-v-astra/game-01-swapD6).
5. Use test mechanics on purpose. The Virgin test is an agreed nomination of the Virgin by a
spent info role: it fired 6 times in 26 games, each one confirming two players. Undertaker reads get
planned, and Slayer shots are aimed at claims that would be dangerous to execute. "Blair's Saint
claim is risky to test by execution… I'm taking my shot at Blair" hit the Imp
(f2-fable5-v-astra/game-01-swap D1).
6. Final three: count the votes and judge which worlds evil's behaviour can explain. In the deciding games the whole table works the problem, including the dead with their ghost votes.
v16/f2-astra-v-sol61/game-01D5 (Casey the Imp, Gray the Spy, Drew good). The good side counted the votes: "If Drew, Frankie, Blair and I vote Casey, a Drew counter can reach only four… That forces a loss rather than changing the execution" (Jules, dead Mayor). They then ignored the Imp's last-second Mayor claim and the Spy's last-second Slayer claim: "Both claimed sources behind the alternative executions have collapsed together." Good won. On the same seed with Sol 6.1 good (game-01-swap), the town talked itself into executing the real Mayor at three and lost.f2-gpt56sol-v-astra/game-01-swapD6: the Imp and two dead Minions offered three "clean" worlds that pointed at Kit (Mayor). Good seats priced each one: "they still need either a deliberate Minion night-kill or prolonged campaigning against their own Imp" (Drew). The vote was 9 yes on the Imp, all of them good.
One seat or the whole team?
The whole team.
- The nominators of executed evil players are spread across roles. Mayor 5, Monk 4, Drunk 4, Soldier 3, Investigator 2, Ravenkeeper 2 and others. Info roles don't do the work alone.
- On evil nominees, almost every living good seat plus the ghosts votes yes (6.6 good yes votes per executed evil).
- Corrections come from Outsiders and blank roles as often as from info roles (Drew the Recluse, Frankie the Saint, Blair the Soldier in the examples above).
- The weak spots are individual seats briefly swayed by a clever world (Indigo in
f2-astra-v-sol61D5), and the table pulls them back.
Luck and confounds (honest accounting)
- The Slayer decided 6 of 26 wins (3 on day 1). Astra's Slayers hit the Demon on 6 of 10 shots; other models hit on 0–40%. The shots were reasoned (an Empath 1 neighbour, a Saint claim too risky to execute, a voting bloc), but each was still roughly a 1-in-2 or 1-in-3 guess. On the same deals Fable 5 and Opus 4.7 never fired, and Sol 6.1 fired at the wrong player.
- Good fortune from bad info. In
f3-astra-v-opus55/game-02, a poisoned Investigator's false Baron pair happened to name the Imp. - Weaker opposition. Astra-good never faces Astra-evil, which beats the field's good teams 62% of the time (they win 38% against it). The swap comparisons therefore mix "Astra detects better" with "Astra deceives better". Opus 5.5 as evil also made its own mistakes (a Baron confession, an Imp who overpushed). Against the field excluding Astra-evil, good teams still win only 64%.
- Small samples. Only 1–2 games against most older models. The 26/26 record is mostly 9 games against Opus 5.5, 5 against GPT-5.6 Sol and 4 against Sol 6.1.
- Bottom line: luck and opposition explain some single wins (perhaps 6–8 of the 26). The underlying rates (76% of executions on evil, 12% yes votes on good nominees, 0.6 good players executed per game) are well clear of every other model. Those rates are skill.
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Project license and scope notice
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Copyright (c) 2026 Dwarkesh Patel
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Blood on the Clocktower, Trouble Brewing and their characters are trademarks of The Pandemonium Institute. This is an unofficial fan project, not affiliated with or endorsed by The Pandemonium Institute; the license above covers this project's own code and documentation only.
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