Cards Against Contamination: TCG-Bench for Difficulty-Scalable Multilingual LLM Reasoning
Paper · 2026 · Sultan AlRashed, Jianghui Wang and Francesco Orabona
Summary
Game benchmarks for LLMs usually rely on well-known games such as chess, whose strategies are widely documented online. This makes it hard to tell memorization apart from genuine reasoning. TCG-Bench is a new two-player text trading card game built to address this. Its rule engine is open source, while the 30 card implementations used for scoring stay private and can be swapped out. Opponent strength is set by the rollout depth of a Monte Carlo player, which gives a continuous difficulty scale. The game exists in parallel English and Arabic versions. The authors also define a threat model and a procedure for refreshing the cards if they leak.
They tested 17 models over more than 50,000 games. Key findings:
- Win rates drop exponentially as difficulty rises.
- Parameter count predicts strategic skill only weakly.
- The gap between English and Arabic grows with model scale.
- Even the strongest models fall to almost zero against deep rollouts.
The benchmark is therefore far from saturated, and memorizing the public rules does not reveal the hidden content.
Key points
- Game design:
- Players start with 10 life points.
- A turn proceeds through three phases: Draw, then Main, then Combat.
- Cards are Champions, Spells or Tricks.
- A game has about 3.5 legal moves per turn over roughly 12 turns, about 1.4×10⁶ nodes.
- Submissions are scored on a leaderboard (tcg-bench.com).
- Difficulty scaling: the exponential decay fit gives R² > 0.93, and the best models collapse at rollout-1000. Model size correlates with win rate at only r = 0.31.
- Language gap: the English–Arabic gap reaches 47.4% for Qwen3-32B.
- Contamination evidence:
- Fine-tuning on only 2,000 game trajectories raised win rate from 16% to 30%.
- The authors found Zork and other Jericho games in C4, using a fuzzy Elastic Search over the corpus.
- They found traces of the TextWorld repository in The Stack.
- Error analysis:
- Late losses account for 59.9% of failures; models often miss lethal moves.
- Games where no Tricks were played (19.2%) end early.
- Thinking mode in Gemini 2.5 Flash helps against weak opponents (52.4% vs 46.0%) but loses that advantage, or falls behind, at higher difficulty.
Interesting ideas
- I1. Separate a public, inspectable harness from a private, modular content pack that can be swapped cheaply when it leaks; scores stay comparable over time because the engine never changes.
- I2. Expose difficulty as one numeric knob and report a decay curve with a fitted trend instead of a single accuracy number, so the benchmark cannot saturate and "leagues" of comparable strength become possible.
- I3. Prove that contamination matters by deliberately fine-tuning on a small amount of related, non-test data and measuring the inflation.
- I4. Build truly parallel versions of the same task in two languages, so that gaps reflect reasoning in that language rather than differences in content.
- I5. Classify failures structurally (late collapses, entire action types never used) and break them down by system family, rather than only counting wins.
For Mova
How these ideas could serve Mova, our small open language model — its files, stages and tests:
- I1 (learn): keep the evaluation harness open but hold a private, rotatable pool of fables and word problems, so self-play and LLM-teacher data can never quietly absorb the test set.
- I2 (answer): generate maths word problems with a controllable parameter (number of reasoning steps, distractor quantities) and track how accuracy falls along it.
- I3 (learn): add this as a negative control, training on near-duplicate items to see how much a score can be inflated without real understanding.
- I4 (back): render the same meta-world into parallel English and Ukrainian texts and check that both parse back to identical world graphs.
- I5 (answer): tag wrong answers by which frame or world step was skipped, such as an unused holding change or a missed event ordering, to show where the pipeline's coverage is narrow.
Institutions
Fields, topics and concepts
📚 Shelves 4The field of science this work belongs to (OpenAlex fields).Computer Science · 16,667 worksArtificial Intelligence · 16,194 worksArts and Humanities · 16,039 worksLanguage and Linguistics · 15,891 works
🧭 Topics 3Research subjects and languages the work is about.Language models & pretraining · 3,320 worksReasoning · 1,426 worksMultilingual & cross-lingual NLP · 828 works
Cite
Cite as Sultan AlRashed, Jianghui Wang and Francesco Orabona. 2026. Cards Against Contamination: TCG-Bench for Difficulty-Scalable Multilingual LLM Reasoning. Findings of the Association for Computational Linguistics: EACL 2026.
@inproceedings{alrashed2026cards,
title = {{Cards Against Contamination: TCG-Bench for Difficulty-Scalable Multilingual LLM Reasoning}},
author = {Sultan AlRashed, Jianghui Wang and Francesco Orabona},
booktitle = {Findings of the Association for Computational Linguistics: EACL 2026},
year = {2026},
doi = {10.18653/v1/2026.findings-eacl.353},
url = {https://doi.org/10.18653/v1/2026.findings-eacl.353}
}References
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