GASP: Guided Asymmetric Self-Play For Coding LLMs
arXiv cs.LG / 3/18/2026
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Key Points
- GASP introduces Guided Asymmetric Self-Play, a grounding mechanism for self-play in coding LLMs that uses real-data goalpost questions to steer exploration.
- During training, a teacher first generates an easier variant of a hard question and then a harder variant, gradually closing the gap to the goalpost.
- Compared with unguided self-play, GASP achieves a 2.5 percentage point improvement in pass@20 on LiveCodeBench and enables solving hard goalpost questions that baselines cannot reach.
- By grounding the curriculum in real tasks rather than pure difficulty, the approach addresses the problem of uninformative hard problems in prior asymmetric self-play.
- The paper suggests that such grounded curricula can lead to more efficient post-training data generation for coding LLMs and better handling of hard problem distributions.




