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.
Figures & tables
Figure 1: Example conversation between a user simulator ( ) with latent evaluation states and an LLM assistant ( ) where the simulator is trying to get help to create a browser extension. At each turn, before generating the next user utterance, the simulator generates latent states with multiple components (thoughts, ratings, reactions, etc.) focused on evaluating the current assistant response.
Feedback Behavior
Simulation Realism
Simulator
F1 Score ( ↑ )
Correlation ( ↑ )
Statistical ( ↑ )
Perplexity ( ↓ )
Gemini3.1-Pro
IT
78.95
0.4904
0.6396
—
Gemma3-4B
IT
57.33
0.3692
0.5869
17.48
SFT
72.14
—
0.7502
4.05
LES
69.29
0.3944
0.7628
3.65
Gemma3-12B
IT
67.13
0.3747
0.5135
13.41
Table 1: Evaluation of the feedback behavior and simulation realism of different simulators on the held-out set of 4,000 conversations from WildChat. We compare prompting instruction-tuned (IT) models to roleplay users with fine-tuning pre-trained base models to generate user turns (SFT) and fine-tuning with LESs. All simulators are conditioned on a general user intent for each conversation before the first user turn. We report additional results by another model family (Qwen at the 3B, 7B, and 14B scales) in Appendix C.2 where we observe similar trends.
SimulatorArena
Doc
Math
All
Gemma3-4b-IT
0.073
0.378
0.244
Gemma3-4b-LES
0.273 ∗∗
0.440
0.384 ∗∗
Gemma3-12b-IT
0.158
0.402
0.295
Gemma3-12b-LES
0.330 ∗
0.412
0.401 ∗∗
Gemma3-27b-IT
0.225
0.421
0.343
Table 4: Spearman correlations between ratings generated by user simulators and ground-truth human ratings for conversations from the SimulatorArena out-of-domain dataset ( Dou et al., 2025 ) . LES simulators correlate more strongly with human judgments than prompted baselines at every scale. We report the full correlation differences Δρ with confidence intervals in Appendix C.1 .
Appendix figures & tables9 assets
Supplementary material from the paper’s appendix.
Appendix
Figure 2: Statistics from the latent evaluation states generated for user turns in the WildChat dataset. (Left): Distribution of Rating and Instruction_Followed latent sub-states for user turns stratified by Reaction_Type (Neutral, Praise, Critique). (Right) : Categorization of the extracted Feedback in critiquing turns based on clustering with Gemini3.1-Pro.
Feedback Behavior
Simulator
Precision ( ↑ )
Recall ( ↑ )
F1 ( ↑ )
Gemini3.1-Pro
IT
100.00
65.22
78.95
Gemma3-4B
IT
91.00
41.84
57.33
SFT
92.11
59.29
72.14
LES
92.38
55.43
69.29
Gemma3-12B
IT
100.00
50.52
67.13
Appendix
Table 6: Precision and Recall results on the WildChat heldout set for Gemma3-based simulators.
Simulator
Subset
n
ρLES
ρIT
Δρ
95% CI
p
Gemma3-4b
Doc
459
0.273
0.073
+0.200
[+0.079, +0.319]
0.008 ∗∗
Math
450
0.440
0.378
+0.062
[-0.031, +0.154]
0.725
All
909
0.384
0.244
+0.140
[+0.067, +0.214]
0.002 ∗∗
Gemma3-12b
Doc
459
0.330
0.158
+0.172
[+0.068, +0.276]
0.016 ∗
Math
450
0.412
0.402
+0.010
[-0.077, +0.097]
0.945
All
909
0.401
0.295
+0.106
[+0.039, +0.174]
0.008 ∗∗
Appendix
Table 7: Pairwise comparison of LES simulators and prompted (IT) simulators correlations on SimulatorArena human ratings at each scale. Δρ=ρLES−ρIT , with a 95% percentile bootstrap interval over conversations (10,000 resamples) and a two-sided bootstrap p -value, Holm-corrected across the nine tests. ∗p<0.05 , ∗∗p<0.01 . LES-based simulators lead at every scale, significantly so at 4b and 12b.
SimulatorArena
Doc
Math
All
Qwen2.5-3b-Instruct
0.227
0.224
0.253
Qwen2.5-3b-LES
0.394 ∗∗
0.363 ∗
0.392 ∗∗
Qwen2.5-7b-Instruct
0.282
0.129
0.240
Qwen2.5-7b-LES
0.345
0.384 ∗∗
0.398 ∗∗
Qwen2.5-14b-Instruct
0.331
0.323
0.339
Appendix
Table 9: Spearman correlation results between ratings generated by Qwen2.5 simulators and ground-truth human judgments for SimulatorArena conversations.
Simulator
Subset
n
ρLES
ρInstruct
Δρ
95% CI
p
Qwen2.5-3b
Doc
459
0.394
0.227
+0.167
[+0.066, +0.267]
0.010 ∗∗
Math
450
0.363
0.224
+0.139
[+0.040, +0.240]
0.025 ∗
All
909
0.392
0.253
+0.139
[+0.080, +0.197]
0.002 ∗∗
Qwen2.5-7b
Doc
459
0.345
0.282
+0.063
[-0.020, +0.149]
0.400
Math
450
0.384
0.129
+0.256
[+0.155, +0.357]
0.002 ∗∗
All
909
0.398
0.240
+0.158
[+0.102, +0.216]
0.002 ∗∗
Appendix
Table 10: Pairwise comparison of LES-based and prompted (Instruct) Qwen2.5 simulators. Δρ=ρLES−ρIT with a 95% percentile bootstrap interval over conversations (10,000 resamples) and a two-sided bootstrap p -value, Holm-corrected across the nine tests. ∗p<0.05 , ∗∗p<0.01 .
LLM Assistant
Reward
Satisfy (%)
Qwen2.5-1.5B-Instruct
—
28.78 ± 0.17
↪ GRPO w/ Gemma3-4B-IT
Judge (Qwen2.5-3B-Instruct)
32.51 ± 0.94
↪ GRPO w/ Gemma3-4B-LES
Judge (Qwen2.5-3B-Instruct)
34.82 ± 0.93
↪ GRPO w/ Gemma3-4B-IT
Judge (Qwen2.5-14B-Instruct)
39.79 ± 0.70
↪ GRPO w/ Gemma3-4B-LES
Judge (Qwen2.5-14B-Instruct)
41.08 ± 0.97
Appendix
Table 11: Checklist satisfaction rates on WildBenchv2 by LLM assistants after multi-turn GRPO training with a small Qwen2.5-3B-Instruct judge vs a larger Qwen2.5-14B-Instruct.
Figure 3: Reward curves for RL training of Qwen2.5-1.5B using multi-turn GRPO with Gemma3-4B-IT and Gemma3-4B-LES user simulators. We show the training curves that compare using intrinsic rewards directly from the simulators vs. using an external judge model (Qwen2.5-14B-Instruct) to compute rewards. The curves show the mean reward per training step, smoothed using a time-weighted exponential moving average.
Figure 5: Prompt template used to generate the generic user intents for WildChat conversations with Gemini3.1-Pro. We use the exact same prompt used by Naous et al. (2026) .
Figure 6: Prompt template used to simulate users by prompting an assistant LLM (Gemma3-12B-IT, Gemma3-27B-IT, and Gemini3.1-Pro) to roleplay a user. We instruct the model to generate a realistic user response and also a rating that reflects the user statisfaction by the assistant’s last output.
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.
Learning to simulate human users in interactive settings could advance the training of agent assistants, evaluation of personalization systems, research in the social sciences, and more. Existing approaches generally do so by training a large language model (LLM) to match a single ground truth response, either by maximizing the log probability or by using a similarity reward. We instead propose Turing-RL: a Turing-Test-based reinforcement learning approach for training user simulator models. Turing-RL uses a discriminative Turing reward with an LLM judge to score how indistinguishable a generated response is from the real user's given the user's history, and the user simulator LLM learns to produce responses indistinguishable from what the user could have said with such rewards. Across two different domains--conversational chat and Reddit forum discussion--we find that Turing-RL consistently outperforms baseline methods on both LLM and human evaluation metrics. Our study suggests that optimizing for indistinguishability, rather than response matching, is effective for learning user simulators.
Yingshan Susan Wang, Cedegao E. Zhang, Linlu Qiu +5
Massachusetts Institute of Technology · Stanford University · MIT-IBM Watson AI Lab
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