Assessing mentalization in humans and large language models
Authors: Aamir Sohail, Xintong Zhong, Arkady Konovalov, Patricia L. Lockwood, Lei Zhang
Organizations: Centre for Human Brain Health, University of Birmingham, Birmingham, UK. · School of Psychology, University of Birmingham, Birmingham, UK. · Institute for Mental Health, University of Birmingham, Birmingham, UK. · Department of Psychology, Virginia Tech, Blacksburg, USA. · Centre for Developmental Science, University of Birmingham, Birmingham, UK. · Department of Experimental Psychology, University of Oxford, Oxford, UK.
Mentalization - the ability to infer others' beliefs and intentions to guide one's own choices - is a key cognitive function underlying human social interactions. Large language models (LLMs) demonstrate behaviour consistent with humans on theory-of-mind tasks, yet whether these models can guide adaptive behaviour through mentalization is unknown. Here we use two economic games with cognitive computational modeling to uncover the latent strategies underlying mentalization in LLMs. We tested individual LLM agents across four model families, DeepSeek, GPT-4.1, GPT-5 and Gemini 2.0 Flash (N = 2,099), against opponents of varying sophistication and examined whether a prompting strategy designed to elicit strategic reasoning improved performance. We benchmarked results against human participants (N = 251) as a comparative measure. Across both games, LLMs showed clear behavioural and computational signatures of mentalizing that differed markedly by model provider and size. Strategic prompting generally improved performance by inducing more sophisticated reasoning, yet the extent of the benefit differed across the two tasks. Last, GPT-5 agents flexibly adapted their recursive depth of reasoning to increasingly sophisticated opponents, demonstrating superior performance to human participants. Collectively, we demonstrate different capacities for mentalization across LLMs, and highlight cognitive computational modeling as a formal method for assessing comparative intelligence across humans and machines.
Figures & tables
Figure 1: Experimental design for humans and large language models. (a) For the inspection game, on each trial human participants were firstly presented with a fixation cross (1 second) and had a maximum of 4 seconds to make their choice, followed by the choice confirmation (max 2 seconds). They were then provided feedback based on the choice of the opponent (3 seconds). Across a single block of 150 trials, humans played against a sophisticated algorithm designed to engage in the ‘Influence play’ signature of reasoning. (b) In the RPS task, humans on each trial had a maximum of 3 seconds to make their choice, after which they received feedback for 1 second. Participants played 3 blocks of 40 trials against an adaptive algorithm which made decisions reflecting different levels of mentalization, from zero-order (k=0) to second-order (k=2). The block order was counterbalanced and randomised across participants. (c) For large language model (LLM) participants, each task was converted into a text-based prompt, matching the original task where possible. These were then submitted to the LLMs for API inference. (d) Prompting conditions across both tasks. In the normal prompt, the task rules and choice history were presented along with a statement asking for the agent’s choice. In the SCoT condition, the agent was instead asked to predict the opponent’s choice. This prediction was then used to select the corresponding rational choice. Icons from Flaticons.com.
Inspection game
Rock paper scissors
Participants
Human participants
Participants
Human participants
DeepSeek / DeepSeek-SCoT
DeepSeek / DeepSeek-SCoT
Gemini / Gemini-SCoT
GPT-5
GPT-4.1 / GPT-4.1-SCoT
GPT-5
Models
Influence play
Models
CHASE
Table 1: An overview of the algorithms and large language models used in the study. Note. CHASE = Cognitive Hierarchy Assessment; EWA = Experience Weighted Attraction; ME = Mixed-equilibrium; RL = Reinforcement Learning; ToMk = Theory-of-Mind k .
Figure 2: Behavioural results for humans and LLMs in the inspection game. (a) Social Chain-of-Thought (SCoT) robustly improved performance on the task across LLMs, as measured by the mean payoff achieved per trial. Human participants did not significantly differ in their performance on the inspection game with GPT-5 and GPT-4.1-SCoT agents. (b) Among SCoT-prompted LLMs, GPT-4.1-SCoT predicted the opponent’s choice significantly above chance, Gemini-SCoT significantly below chance, whilst DeepSeek-SCoT did not deviate significantly from chance level in its predictions. (c) Switch frequencies varied across human and LLM groups, with the greatest between-subject spread observed among humans. (d) Mean payoff and switch frequency are positively correlated across LLMs and humans. Asterisks represent significant differences (* p<0.05, ** p<0.01, *** p<0.001).
Group
Winning model
p(Work) obs
p(Work) gen
p(Switch) obs
p(Switch) gen
Payoff obs
Payoff gen
Human
Influence play
0.336
0.352 [.34, .36]
0.455
0.479 [.47, .49]
0.545
0.524 [.51, .53]
DeepSeek
RL
0.014
0.662 [.58, .74]
0.004
0.066 [.05, .08]
0.359
0.542 [.52, .56]
DeepSeek-SCoT
Fictitious play
0.396
0.342 [.33, .35]
0.393
0.396 [.39, .41]
0.502
0.530 [.52, .54]
Gemini-SCoT
Influence play
0.234
0.261 [.25, .27]
0.223
0.292 [.28, .30]
0.448
0.465 [.46, .47]
GPT-4.1
RL
0.048
0.591 [.49, .69]
0.044
0.091 [.07, .11]
0.371
0.518 [.49, .54]
GPT-4.1-SCoT
Influence play
0.466
0.436 [.43, .45]
0.696
0.687 [.67, .70]
0.556
0.521 [.51, .53]
Table 2: Generative fit of the winning models for the inspection game. obs is the observed statistic and gen is the generated posterior-predictive mean with its 95% predictive interval in brackets. Bold marks statistics accepted under the ROPE equivalence test where more than 97.5% of the discrepancy distribution fell within ±0.05. Gemini under normal prompting had no learning model that beat the mixed-equilibrium reference and was therefore not included.
Figure 3: Predictive and generative fit for the inspection game. (a) Model comparison across groups using the leave-one-out information criterion (LOOIC); winning models are highlighted. The dashed line above each group indicates the LOOIC from chance-level responding. (b) Standardised coefficients from the within-group regression of each winning model’s parameters on choice behaviour from human participants. (c) Posterior-predictive discrepancy (generated minus observed group mean) for each group’s winning model, with the full ROPE-shaded discrepancy distribution. (d) The rolling probability of working for the generated against the observed data.
Figure 4: Signatures of adaptive mentalization in humans and large language models. (a) Behavioural performance on the task, determined by the mean score, split by group, revealed differences between humans and LLMs. Whilst both DeepSeek groups and humans perform worse with increasing bot sophistication, GPT-5 conversely improves. (b) The inferred level of mentalization among agents plotted as a proportion of trials per subject in each group. Reflecting the behavioural differences in performance, DeepSeek and human participants adapt well to low-adaptive reasoners, but struggle with opponents capable of higher-order mentalization. Conversely, GPT-5 participants were able to adapt well to all reasoning levels. For visualization, prevailing beliefs (>0.5) were taken directly from the CHASE model and adjusted to reflect the k-level of the agent by adjusting one level higher. DeepSeek-SCoT participants were excluded from the plot, being almost exclusively estimated to have a value of k<2 when fit with the CHASE model. (c) Correlations between the percentage of trials where agents correctly adapted to the inferred mentalising level of the opponent, defined using a dominant belief. (d) Correlations between the percentage of trials where agents correctly adapted to the inferred mentalising level of the opponent, defined using a prevailing belief. (e) CHASE-inferred beliefs about opponent sophistication across play. For each agent group (top: GPT-5, n = 174; bottom: humans, n = 80), lines show the model’s mean posterior belief that the opponent is reasoning at each level across the 120 trials (κ = 3 participants only). A grey horizontal line denotes chance level (1/3); shaded bands are ±1 SEM.
The ability to represent oneself and others as agents with knowledge, intentions, and belief states that guide their behavior - Theory of Mind - is a human universal that enables us to navigate - and manipulate - the social world. It is supported by our ability to form mental models of ourselves and others. Its ubiquity in human affairs entails that LLMs have seen innumerable examples of it in their training data and therefore may have learned to mimic it, but whether they have actually learned causal models that they can deploy in arbitrary settings is unclear. We therefore develop a novel experimental paradigm that requires that subjects form representations of the mental states of themselves and others and act on them strategically rather than merely describe them. We test a wide range of leading open and closed source LLMs released since 2024, as well as human subjects, on this paradigm. We find that 1) LLMs released before mid-2025 fail at all of our tasks, 2) more recent LLMs achieve human-level performance on modeling the cognitive states of others, and 3) even frontier LLMs fail at our self-modeling task - unless afforded a scratchpad in the form of a reasoning trace. We further demonstrate cognitive load effects on other-modeling tasks, offering suggestive evidence that LLMs are using something akin to limited-capacity working memory to hold these mental representations in mind during a single forward pass. Finally, we explore the mechanisms by which reasoning models succeed at the self- and other-modeling tasks, and show that they readily engage in strategic deception.
Strategic depth of reasoning is essential for human interaction of Large Language Models (LLMs) operating in boundedly rational environments. However, existing evaluations are primarily based on canonical games prevalent in pretraining corpora, making it difficult to disentangle true strategic reasoning from memorisation. To address this, we formalise a necessary level-K distinguishability condition for strategic depth inference and construct a suite of novel game structures that meet this standard. Using these games, we evaluate strategic depth in LLMs from both the Chain-of-Thought tokens and actual actions under recursive reasoning and an inductive trace of opponent game-play data. Across experimental trials spanning four LLMs, four game structures, and ten levels of iterated reasoning, we find that model models maintain accurate strategic depth under recursive reasoning, with strong internal consistency between stated reasoning and actions at every level. Errors arise from using the wrong number of iterated depth of reasoning steps, not from computing best responses incorrectly. However, inductive inference from opponent play degrades accuracy sharply and unevenly across games, and explicit strategic mentalizing in the chain of thought substantially improves overall performance.
A growing body of work attempts to evaluate the theory of mind (ToM) abilities of humans and large language models (LLMs) using static, non-interactive question-and-answer benchmarks. However, theoretical work in the field suggests that first-personal interaction is a crucial part of ToM and that such predictive, spectatorial tasks may fail to evaluate it. We address this gap with a novel ToM task that requires an agent to persuade a target to choose one of three policy proposals by strategically revealing information. Success depends on a persuader's sensitivity to a given target's knowledge states (what the target knows about the policies) and motivational states (how much the target values different outcomes). We varied whether these states were Revealed to persuaders or Hidden, in which case persuaders had to inquire about or infer them. In Experiment 1, participants persuaded a bot programmed to make only rational inferences. LLMs excelled in the Revealed condition but performed below chance in the Hidden condition, suggesting difficulty with the multi-step planning required to elicit and use mental state information. Humans performed moderately well in both conditions, indicating an ability to engage such planning. In Experiment 2, where a human target role-played the bot, and in Experiment 3, where we measured whether human targets' real beliefs changed, LLMs outperformed human persuaders across all conditions. These results suggest that effective persuasion can occur without explicit ToM reasoning (e.g., through rhetorical strategies) and that LLMs excel at this form of persuasion. Overall, our results caution against attributing human-like ToM to LLMs while highlighting LLMs' potential to influence people's beliefs and behavior.
Jared Moore, Rasmus Overmark, Ned Cooper +3
Department of Computer Science, Stanford University · School of Philosophical, Anthropological and Film Studies, School of Psychology and Neuroscience, University of St. Andrews · Department of Information Science, Cornell University +3