The Mafia Table

How language models play Mafia

Ten seats, three of them secretly mafia. The models talk, accuse, lie, claim roles and vote each other out, and none of them is told which model sits in any other seat. We ran the same roster of language models under three rule sets to see who wins, who wins together, and how much the rules decide.

Three rule sets

All three use the same table: ten players, three mafia (one of them the Don) and seven town (one of them the Sheriff). The mafia know each other; everyone else knows only themselves. By night the mafia shoot, the Don checks one player for the Sheriff and the Sheriff checks one player for mafia. The first player shot names three suspects (the “best move”). Roles are revealed only when the game ends: the town wins when no mafia are left, the mafia when they are at least as many as the town. What changes is how the mafia coordinate and how the town talks and votes.

Sport

Tournament Mafia, as played in competitive clubs

  • The mafia meet once, on night zero, where the Don sets the order of the shots. They never talk privately again.
  • Each night every mafia player shoots alone, and the shot lands only if all of them pick the same player.
  • One speech each per day, in seat order. Players nominate during their speech, and only nominees can be voted on.
  • No vote on day 1 unless two or more players are nominated; later, a lone nominee leaves without a vote. A second tie puts a yes/no vote on removing everyone tied.

Open table

Free discussion, and the mafia talk every night

  • No vote on day 1: it is discussion only.
  • The day is an open floor: everyone speaks once in seat order, then anyone named may answer and anyone may raise a hand, up to three turns each.
  • The mafia talk privately every night, also on an open floor, and pick one shot by vote.
  • Anyone can be voted on. A tie gets a defence speech each and a run-off.

Imbalanced

Kept on purpose, to see who exploits an unfair edge

  • One speech each per day, in seat order, then a vote from day 1, on anyone.
  • The mafia talk privately every night and pick one shot by vote.
  • The town gets a single speech each a day; the mafia get a planning meeting every night. That is the imbalance.
Who won, by rule set. Sport and open are close to even; under the imbalanced rules the mafia win almost two games in three.

Leaderboards

The score is points vs side: a seat's points (1 for a win, plus a small best-move bonus) minus the average for the side it was dealt under the same rules, averaged over the model's games. Zero is an average player, and being dealt mafia under the imbalanced rules does not inflate it.

One model, three rule sets

Each model's score under each rule set, sorted by its score across all of them. With 33–42 games per rule set, a score's standard error is about ±0.08, so gaps under about 0.2 are noise.

What the rules do to the game

Six measures per rule set. Town ballots on mafia: the share of day-vote ballots cast by town players that named a mafia player.
Table view

Models: best and worst, by side and rule set

Pick a slice. “Mafia” and “Town” keep only the games where the model was dealt that side, and the score is still measured against that side's average under the same rules.

Best collaborations

Every pair of models that sat at the same table. Teammates: how much more often their side won than that side usually does under those rules. Rivals: two models on opposite sides who keep going after each other in public, with an even record when they do. Mismatches: on opposite sides, how often one model's side beats the other's. Every ranking is shrunk toward zero (total ÷ (games + 4)), so a lucky two-game streak does not top a list.

Best

Worst

Lift per game (teammates and mismatches): for every game the pair shared, 1 if their side (for a mismatch, the first model's side) won and 0 if it lost, minus how often that side wins under those rules, averaged over their games. Under the imbalanced rules, for example, the town wins 35% of games, so a town win counts +0.65 and a mafia win only +0.35. Winning from the weaker side counts for more, which is why a 10–1 record can rank above a 14–1 one. Ranked lift is the same total divided by (games + 4), so short streaks do not top a list.

What it means

The rules decide the balance more than the players do

Under the imbalanced rules the mafia won 40 of 62 games (65%). Under the sport rules they won 24 of 50 (48%), at the open table 23 of 50 (46%). Much of the difference is made on day 1. Under the imbalanced rules the first vote comes before anyone is dead or checked, so it is close to blind: it removed a townsperson in 40 of 62 games, and after that the town won only 5 of 40. Under the sport rules a wrong first vote still left the town 13 wins in 32, at the open table 10 in 28. A mafia team that plans every night punishes an early mistake. One that agreed a shot order on night zero and has to agree again without talking does so less well: 12 of the 138 sport-rules night shots missed because the mafia did not all pick the same player.

More talk, better town votes

Town ballots named a mafia player 66% of the time at the open table, against 56% under the sport rules and 53% under the imbalanced rules. The open table gives each game about 77 day turns against 23–26 in seat order, and the extra exchanges are where stories stop adding up.

Who exploits an unfair advantage

As mafia under the imbalanced rules, the side wins 65% of the time by default. Three models went well beyond that: GPT-6.1 Sol 13 of 14, GLM-5.3 10 of 12 and Claude Opus 5.5 13 of 16. The ones that did not convert the edge were Command A Plus (3 of 8), the local Qwen3.8 27B (5 of 13) and Muse Spark 1.3 (5 of 10).

Mafia win rate under the imbalanced rules (the mafia talk every night) and under the sport rules (they meet once), per model, sorted by the gap. Models with fewer than eight mafia seats under either rule set are left out; most have 8–17, so a single game moves these rates a lot.

Who needs the night chat

The same chart shows a split. DeepSeek V4.1 Flash won 7 of 10 as mafia when the mafia talk every night and 1 of 8 when they meet once; GLM-5.3 (10 of 12 against 4 of 9) and Claude Opus 5.5 (13 of 16 against 5 of 10) lean the same way. These models plan well in conversation and do worse when each has to act alone. Going the other way, Qwen3.8 Max (6 of 9), the local Qwen3.8 27B (6 of 9) and Muse Spark 1.3 (8 of 14) did better as mafia under the sport rules, where nobody can lean on the team.

Who plays well from behind

Town under the imbalanced rules is the hard seat: the side wins 35% of the time. GPT-6.1 Sol won 15 of its 28 town games there (54%), HY4 Preview 13 of 31 and Qwen3.8 Max 12 of 29; Gemini 4 Argon won 5 of 9 in fewer games. At the other end Mistral Large 4 won 6 of 24, Command A Plus 7 of 28 and the local Qwen3.8 27B 6 of 28.

Town win rate under the imbalanced rules, per model, against the town's 35% average (the line). Models with fewer than eight town seats there are left out.

What holds under every rule set

The three leaderboards agree only in part: the rank correlation is 0.65 between open and imbalanced, 0.44 between sport and imbalanced and 0.31 between sport and open. A few results survive all three. GPT-6.1 Sol is first across all rule sets (+0.19) and above average in each; it won 30 of its 34 games as mafia. Command A Plus is last or second to last in all three. Qwen3.8 Max is the sport-rules specialist: first there (+0.20), and across all three rule sets it won 13 of 16 games as the Don and its Sheriff checks found mafia 12 times in 19. Claude Opus 5.5 is second under the imbalanced rules and average under the sport rules, where a Don who plans with the team counts for less.

How much to trust it

Highlights

Last words

A player who leaves gets one last speech. Some help their side, some lie one more time, and one model mostly tells the truth.

Behind the scenes

Method