To effectively collaborate with users on knowledge-intensive tasks, Large Language Models (LLMs) must perform information calibration: matching content to a user's evolving understanding and cognitive capacity. Yet user simulators used to evaluate and train LLMs do not explicitly model user knowledge so they neither produce realistic interactions across knowledge levels nor reflect how interactions unfold as that knowledge evolves. To close this gap, we introduce KNOWSIM, an evaluation framework built around a user simulator that maintains explicit knowledge states, represented as a graph of Information Units with prerequisite relationships, that evolve under update rules grounded in learning theory. KNOWSIM computes three metrics (Knowledge Gain, Delivery Calibration, Cognitive Overload) directly from the knowledge state trajectory, reflecting key mechanistic aspects of information calibration. We validate KNOWSIM against 705 human-AI sessions across two domains, stratified by knowledge level: its rankings align significantly with human judgments (73-74% sign agreement), outperforming three baseline simulators. Applied to 9 LLMs, KNOWSIM reveals that the best model shifts by user knowledge level, revealing aptitude-treatment interactions invisible to standard evaluation.
Figures & tables
Figure 1: KnowSim simulates two users with different knowledge levels asking the same medical question to the same assistant. The novice patient absorbs nothing in Turn 1 (cognitive load exceeds capacity), slowly picks up prerequisites, and ends with limited gain and high overload. The advanced doctor, whose prerequisites are already met, absorbs one concept per turn and reaches full mastery with low overload. Metrics (KG, DC, CO), computed directly from evolving knowledge states, explain why the same response helps one user but overwhelms another.
Arm
Task
Fixed
Comparison Target
Math × Strat.
MATH (L5)
Model
Strategy
Math × Model
MATH (L5)
Strategy
Model
Exp. × Strat.
ExpertQA
Model
Strategy
Exp. × Model
ExpertQA
Strategy
Model
Table 1: Study arms overview. Each arm recruits ∼ 60 participants (min: 50, max: 72).
Source
KG
DC
CO
IQ
KnowSim (ours)
✓
✓
✓
✓
Baselines
—
—
—
✓
Human
✓ ∗
✓
✓
✓
Table 2: Metric coverage. IQ is common across simulators; KG, DC, and CO are unique to KnowSim .
Evaluation Setting
Agree / HS
Rate
p
MathQA–Strategy
13 / 17
76%
.025 ∗
MathQA–Model
14 / 20
70%
.058 †
ExpertQA–Strategy
16 / 20
80%
.006 ∗∗
ExpertQA–Model
10 / 15
67%
.151
MathQA (pooled)
27 / 37
73%
.003 ∗∗
ExpertQA (pooled)
26 / 35
74%
.003 ∗∗
Table 3: Sign agreement between KnowSim and human pairwise condition contrasts on high-signal cells ( ∣δhuman∣≥0.15 ). Rate indicates the fraction of contrasts where the simulator’s direction matches the human Cliff’s δ ; p is from a one-sided binomial test against chance (50%).
Figure 2: Per-level sign agreement (%) between KnowSim and human rankings, by task (Strategy + Model arms pooled).
Figure 3: Per-metric sign agreement (%) between KnowSim and human rankings, by task (Strategy + Model arms pooled). KG is not measured on ExpertQA.
Figure 4: Cross-task IQ sign agreement (%) between each simulator and human rankings, pooled across both tasks and all four arms (22 signal pairs).
Novice
Intermediate
Advanced
Model
KG
CO ↓
DC
IQ
Rˉ
KG
CO ↓
DC
IQ
Rˉ
KG
CO ↓
DC
IQ
Rˉ
Gemini 3.1 Pro
13.2
0.875
0.086
8.39
3.25
5.4
0.750
0.088
8.35
4.75
0.7
0.873
0.122
7.96
1.75
Claude Opus 4.7
14.3
0.882
0.090
7.80
3.25
5.6
0.807
0.128
8.39
2.50
0.6
0.879
0.107
8.30
3.00
DeepSeek V4
15.5
0.945
0.092
6.50
4.00
5.7
0.835
0.121
7.53
4.25
0.5
0.890
0.109
7.74
4.25
Gemini 3.1 Flash
15.1
0.936
0.093
6.83
3.25
5.6
0.838
0.116
7.73
5.75
0.5
0.912
0.109
7.64
6.00
Claude Sonnet 4.6
12.9
0.877
0.079
7.06
4.75
5.4
0.791
0.098
7.87
5.00
0.6
0.866
0.100
8.00
3.50
Table 4: Aptitude–treatment interaction patterns: per-level metrics across 9 LLMs. Each cell shows the metric value; Rˉ is the mean rank across the four metrics within that level. CO ↓ : lower is better. Best value per column is bolded .
Appendix figures & tables14 assets
Supplementary material from the paper’s appendix.
Appendix
Level
knows_well
partial
struggling
unaware
novice
0.10
0.10
0.30
0.50
intermediate
0.55
0.15
0.20
0.10
advanced
0.80
0.10
0.10
0.00
Appendix
Table 5: Initial knowledge-state ratios Rℓ used to instantiate s0(ℓ) for each level.
Pre-turn state
WS (mention)
WR (reasoning)
unaware
1.75
1.75
struggling
1.00
1.40
partial_understanding
0.70
0.70
knows_well
0.35
0.35
Appendix
Table 6: State-weighted load coefficients. WS weights mentioned IUs by their pre-turn state. WR weights IUs the user reasoned about. Articulation is a flat WA=0.35 .
ID
Concept
Prereqs
1
Classical probability
—
2
Combination counting
—
3
Multiplication principle
—
4
Color arrangement model
—
5
Color arrangement count
2, 4
6
On/off selection model
—
Appendix
Table 7: Example IU graph for a lamp arrangement probability problem. An intermediate user might start with IU1–3 at knows_well , IU4, 6 at partial_understanding , and the rest unaware or struggling .
Figure 5: The interface used for the human data collection. Participants are asked to solve a problem by conversing with a chatbot via a chat interface. The figure shows the interface for the math domain. The expert domain interface is identical, except that it does not include pre- and post-tests.
Level
KG
DC
CO
IQ
Turns
Strategy arm
Novice ( n=20 )
0.12 (0.34)
3.35 (2.63)
3.87 (2.70)
4.15 (2.78)
13.1 (14.6)
Intermediate ( n=19 )
0.10 (0.37)
4.82 (2.16)
3.88 (2.27)
5.26 (2.27)
12.8 (11.8)
Advanced ( n=28 )
0.04 (0.34)
5.87 (2.41)
3.21 (2.80)
6.05 (2.50)
0 6.4 (5.1)
Model arm
Novice ( n=21 )
0.02 (0.35)
4.97 (2.76)
2.83 (2.25)
5.83 (2.28)
0 7.9 (4.9)
Appendix
Table 8: Per-level statistics for the MathQA arms. Cells are mean (SD) computed over conversations (three sessions per participant); n is the number of participants. Turns counts assistant–user exchanges in the human conversation.
Level
DC
CO
IQ
Turns
Strategy arm
Novice ( n=11 )
5.73 (2.70)
2.70 (2.65)
6.03 (2.66)
6.7 (4.7)
Intermediate ( n=15 )
5.69 (2.81)
1.07 (1.66)
5.96 (3.06)
6.0 (4.6)
Advanced ( n=24 )
5.78 (2.22)
2.32 (2.40)
5.78 (2.45)
5.0 (3.7)
Model arm
Novice ( n=20 )
6.38 (1.83)
3.37 (2.52)
6.72 (1.65)
4.8 (1.9)
Appendix
Table 9: Per-level statistics for the ExpertQA arms. Cells are mean (SD) computed over conversations (three sessions per participant); n is the number of participants. KG is not measured on ExpertQA, whose open-ended questions admit no pre/post-test knowledge-gain measure.
Arm
H
p
ε2
MathQA–Strategy
59.14
<.001
.893
MathQA–Model
50.31
<.001
.895
ExpertQA–Strategy
47.44
<.001
.967
ExpertQA–Model
54.47
<.001
.905
Appendix
Table 10: Knowledge-level group separation. Kruskal-Wallis H tests whether the grouping variable differs across the three levels within each arm. Groups in both tasks are defined by the objective prescreening score.
Level
n
KG–DC
KG–CO
KG–IQ
Novice
41
− .323 ∗
.261
− .205
Intermediate
35
− .250
− .146
− .358 ∗
Advanced
47
.187
− .296 ∗
− .063
Pooled
123
− .185 ∗
− .052
− .268 ∗∗
Appendix
Table 11: Participant-level Spearman ρ between KG and three self-reported metrics on human MathQA data (both arms pooled). KG = (post-test − pre-test) / (max − pre-test); DC, CO, IQ are survey-based. ∗p<.05 , ∗∗p<.01 .
MathQA
ExpertQA
n
Turns
Words
n
Turns
Words
ZS
270
3.1
922
360
5.7
2640
ZS-CoT
270
3.1
841
360
4.5
1880
ZS-CoT-Prof
270
6.5
981
360
7.4
1791
KnowSim
270
9.1
1638
360
7.3
2735
Human
372
8.6
1469
333
5.4
1485
Appendix
Table 12: Conversation statistics pooled across arms and levels. Turns : virtual early-stop for KnowSim , judged termination for baselines, actual length for humans. Words : total up to that turn.
MathQA
ExpertQA
Method
Strat.
Model
Strat.
Model
All
KnowSim
67%
83%
86%
67%
77% ∗∗
ZS
67%
50%
86%
67%
68% †
ZS-CoT
50%
50%
86%
67%
64%
ZS-CoT-Prof
67%
67%
86%
67%
73% ∗
Appendix
Table 13: Per-arm IQ sign agreement (%) between each simulator and human rankings on high-signal cells. Individual arms contain few signal pairs (3–7 per arm), so significance is reported only for the pooled column ( †p<.10 , ∗p<.05 , ∗∗p<.01 ; one-sided binomial vs. 50%).
User-Only
Full-Turn
Method
Mean
Std
Mean
Std
KnowSim
.479
.260
.614
.271
ZS
.487
.279
.596
.266
ZS-CoT
.482
.266
.555
.254
ZS-CoT-Prof
.410
.235
.536
.267
Appendix
Table 14: Concept coverage Jaccard similarity between human and simulated users ( N=202 matched pairs). User-only measures overlap in IUs referenced by the user; full-turn includes both user and assistant messages. Bold: highest mean.
Tier
Models
Frontier
GPT-5.4, Claude Opus 4.7, Gemini 3.1 Pro
Mid-tier
GPT-5.4 mini, Claude Sonnet 4.6, Gemini 3.1 Flash
Open-weight
DeepSeek V4, Llama-4-Maverick, Qwen-3.6-35B
Appendix
Table 15: Assistant models evaluated in the benchmark.
Model
KG
DC
CO ↓
IQ
Mean Rank
Claude Opus 4.7
6.8 (5)
0.108 (1)
0.856 (3)
8.16 (2)
2.75
Gemini 3.1 Pro
6.4 (6)
0.099 (6)
0.833 (1)
8.24 (1)
3.50
DeepSeek V4
7.2 (1)
0.108 (2)
0.890 (8)
7.26 (5)
4.00
Gemini 3.1 Flash
7.1 (2)
0.106 (3)
0.895 (9)
7.40 (4)
4.50
GPT-5.4
7.0 (3)
0.103 (5)
0.878 (5)
6.38 (8)
5.25
Claude Sonnet 4.6
6.3 (7)
0.092 (9)
0.845 (2)
7.65 (3)
5.25
Appendix
Table 16: Benchmarking 9 LLMs with KnowSim , averaged across knowledge levels and both tasks. Each cell shows the metric value with rank in parentheses. CO ↓ : lower is better (less cognitive overload). Mean Rank averages the four per-metric ranks; bold marks the top model.
Figure 6: Failure mode distribution by knowledge level, pooled across all nine assistants (214,642 classified IUs). Novice users face over-reaching failures (prereq-blocked + overload); advanced users face over-repetition (redundant).
As NLP evaluation shifts from static benchmarks to multi-turn interactive settings, LLM-based simulators have become widely used as user proxies, serving two roles: generating user turns and providing evaluation signals. Yet, these simulations are frequently assumed to be faithful to real human behaviors, often without rigorous verification. We formalize the Sim2Real gap in user simulation and present the first study running the full τ-bench protocol with real humans (451 participants, 165 tasks), benchmarking 31 LLM simulators across proprietary, open-source, and specialized families using the User-Sim Index (USI), a metric we introduce to quantify how well LLM simulators resemble real user interactive behaviors and feedback. Behaviorally, LLM simulators are excessively cooperative, stylistically uniform, and lack realistic frustration or ambiguity, creating an "easy mode" that inflates agent success rates above the human baseline. In evaluations, real humans provide nuanced judgments across eight quality dimensions while simulated users produce uniformly more positive feedback; rule-based rewards are failing to capture rich feedback signals generated by human users. Overall, higher general model capability does not necessarily yield more faithful user simulation. These findings highlight the importance of human validation when using LLM-based user simulators in the agent development cycle and motivate improved models for user simulation.
Xuhui Zhou, Weiwei Sun, Qianou Ma +8
Carnegie Mellon University, Language Technologies Institute
User simulators are gaining attention as environments to train LLM assistants that can better cope with the nuances of multi-turn conversations with real users. Prior work on user simulation has emphasized generating realistic user utterances, leaving unexplored their potential as a source of direct feedback on the assistant's responses. Such evaluation signals may not be explicitly communicated in language, but can instead reside in the latent reasoning of users. In this work, we introduce user simulators with intrinsic feedback, namely, models equipped with latent evaluation states: internal thoughts, reactions, and scalar ratings that evaluate the assistant from a first-person user perspective at each conversation turn. We train LLM-based simulators using interaction logs between real users and assistants and demonstrate that intrinsic feedback improves simulation realism and critiquing behaviors versus prompted simulator baselines, while also providing turn-level evaluations that existing fine-tuned simulators lack. Further, evaluations generated by our trained simulators correlate better with human judgments than those of prompted simulators of the same size. Lastly, our experiments reveal that simulators with intrinsic feedback provide effective reward signals for multi-turn RL training, matching setups that rely on external judge LLMs for rewards while cutting RL compute by more than half.
User simulators are increasingly leveraged to build interactive AI assistants, yet how to measure the quality of these simulators remains an open question. In this work, we show how simulator quality can be quantified in terms of its downstream utility: how an LLM assistant trained with this user simulator performs in the wild when interacting with real humans. In a controlled experiment where only the user simulator varies, we train LLM assistants via reinforcement learning against a spectrum of simulators, from an LLM prompted to role-play a user to one fine-tuned on human utterances from WildChat. As evaluation, we measure pairwise win rates in a user study with 283 participants and on WildBench, a benchmark derived from real human--AI conversations. Training against the role-playing LLM yields an assistant statistically indistinguishable from the initial assistant in our user study (51% win rate), whereas training against the fine-tuned simulator yields significant gains (58% over the initial and 57% over the one trained against role-playing). Closer inspection reveals three further patterns: methods for making role-playing LLMs more realistic (e.g., persona conditioning) improve trained assistants but do not close the gap to the fine-tuned simulator; scaling the simulator's model size benefits the fine-tuned simulator but yields no gain for role-playing ones; and assistants trained against role-playing simulators fail to generalize when paired with other simulators at test time, while the one trained against fine-tuned simulator does. Together, these results argue for grounding user simulators in real human behavior and measuring their quality by their downstream effect on real users.