Proactive task-oriented dialogue (TOD), such as outbound sales, demands a persuasive agent that actively probes the user's concerns and steers the conversation toward acceptance within a bounded number of turns. Yet post-trained LLMs are inherently conservative, and reward-shaping RL (e.g., GRPO) struggles since it only re-weights what an already passive policy samples. We show that conditioning on the user's latent concerns unlocks proactive capability that no amount of sampling can undermine, establishing these concerns as a pivotal training-time signal. To operationalize this finding, we build the \textbf{Cognitive User Simulator}, which models each user as a stratified persona comprising observable external traits and hidden internal concerns. The simulator produces faithful and diverse interactions, while emitting per-turn state dynamics that track persuasion progress. We then introduce \textbf{Simulator-Induced Asymmetric-View Policy Optimization}, which converts the modeled concerns and the simulation state transition into complementary training objectives: (1) \emph{Asymmetric On-Policy Self-Distillation} that transfers concern-aware behavior from a privileged view of the same policy into its deployable, conversation-only view; and (2) \emph{State-Transition Policy Refinement} ...
A long-lived LLM agent, such as OpenClaw, earns its value by acting on a user's preferences and constraints across sessions, not just the current request. Yet today's agents keep what a user volunteers but rarely ask for what stays unspoken, leaving a proactivity gap in long-lived LLM agents: an agent cannot act on a preference it never obtained. As users delegate more of their affairs to agents, the impact of this gap grows. We isolate one concrete, controllable slice of this gap as Ask-to-Remember (ATR): the agent decides whether to ask now for a reusable user preference that the current task does not need but a later session with the same user will. ATR is hard even to evaluate: the right question is underdetermined and its payoff deferred to tasks that may never arise. ATRBench, to the best of our knowledge the first ATR benchmark, makes it measurable by fixing each user's preferences as hidden ground truth, so success demands asking, not recall. Across eight frontier LLM agents, defaults fall at least 62 points below an oracle handed the relevant preference, and prompting closes little of it. Diagnostics identify acquisition as the bottleneck. ATRBench surfaces this proactivity gap in current agents and offers a diagnostic testbed for closing it.
Personalization is a crucial capability of modern language agents. However, current research primarily positions personalized agents as passive responders to user preferences, limiting their ability to interact with users and provide suggestions or guidance proactively. To systematically evaluate such proactive personalization in realistic interactions, we propose Ψ-Bench, a benchmark for assessing LLMs' ability to influence realistic users through conversation. We design three real-world interaction scenarios that involve persuasion in Ψ-Bench, and endow simulated clients with personal characteristics through explicit user profiles derived from dialogue histories. We evaluate 10 frontier LLMs on Ψ-Bench and find that while most models can produce coherent and reasonable arguments, even state-of-the-art models still leave considerable room for improvement in persuasion. We also find that providing access to client profiles yields an average performance gain of 18.24%, highlighting the importance of user-specific information for effective persuasion. Overall, our work highlights persona-sensitive influencing as a challenging yet practical direction for evaluating and developing more proactive personalized LLM agents. Codes are available at: https://github.com/Hanpx20/Psi-Bench.
LLM-based user simulators are increasingly used to evaluate autonomous agents at scale, in place of costly human evaluations. Despite this promise, these simulators exhibit "assistant bias," a tendency to cooperate and pursue task goals. They rarely reproduce the frustration or disengagement that real users exhibit, compromising evaluation validity. Prior work outlines that this bias is baked in during model training, which role-playing prompts fail to override. We analyze this bias from model activations, extracting a user role vector by contrasting how the model represents user versus assistant perspectives on the same dialogue. We observe two findings: (i) the user direction is identifiable in activations, elicits user-like behaviors, and captures characteristics distinct from assistant traits; and (ii) although user-role activation associates with simulation realism and steering strengthens it, it can exaggerate user behaviors and override individual user profiles. Together, our findings provide a representation-level analysis of LLM user simulators, confirming that assistant bias is structurally identifiable and that user behavior can be directionally analyzed.