Large language models (LLMs) are increasingly used as computational models of human behavior. Recent models such as Centaur have advanced this goal by fine-tuning LLMs on trial-by-trial decisions from psychological experiments. However, existing large-scale behavioral datasets do not link the same participants across different tasks, so these models learn population-level regularities but are not trained to model individual-level regularities across tasks. We introduce Cross-Psych-101, a dataset of 591 participants and 261{,}551 valid decisions across 12 Bandit, Tradeoff, Structure, and Social tasks. We train Cross-Centaur to predict a participant's target-task actions from a target-task description and the source-task description paired with the same participant's source-task behavior. Cross-Centaur outperforms off-the-shelf LLMs and Centaur on held-out participants, both within and across tasks. Probing analyses suggest that its hidden states encode participant-level behavioral tendencies that transfer across tasks. These results highlight the potential of cross-task individual-level data for predicting human decision-making with language models. Cross-Pysch-101 is available at https://huggingface.co/datasets/HikaruAsano/cross-psych-101.
Figures & tables
Figure 1: Comparison of Psych-101 and Centaur with Cross-Psych-101 and Cross-Centaur. Psych-101 observes participants within individual tasks and supports within-task behavioral prediction, whereas Cross-Psych-101 follows the same participants across tasks, enabling Cross-Centaur to use source-task behavior to predict the same individual’s behavior in a different target task.
Figure 2: Overview of the Cross-Psych-101 dataset collection. The suite comprises twelve tasks spanning four domains (Bandit, Tradeoff, Structure, and Social). Each participant completes tasks from multiple domains, enabling analysis of individual behavioral signatures within and across domains.
Figure 3: Summary of the data collection protocol. (1) Participants were recruited on Prolific with eligibility screening. (2) Each was randomly assigned two of four task categories and completed three tasks per category. (3) Quality control included reCAPTCHA, attention checks, response-time and browser-focus filters, and an opt-out for public release. The released dataset contains 261,551 valid decisions from 591 participants.
Figure 4: Validation analyses for four tasks, with one task selected from each category. Each panel summarizes participant-level performance or preferences in a different task. (A) Mean regret in the Two-Armed Bandit task. Shaded areas indicate standard errors. (B) Distribution of the proportion of trials in which participants chose the riskier lottery in the One-Shot Gamble task. (C) Mean absolute error in the Estimation task, shown separately for each target function. Shaded areas indicate standard errors. (D) Distribution of Social Value Orientation (SVO) scores. For the remaining eight tasks, see Appendix Fig. 7 .
Model
Centaur
Cross-Centaur Same-Task
Cross-Centaur Cross-Task
Overall
Bandit
Tradeoff
Structure
Social
Bandit
Tradeoff
Structure
Social
Same cat.
Other cat.
Same cat.
Other cat.
Same cat.
Other cat.
Same cat.
Other cat.
Qwen3-8B Base
0.680
0.928
1.031
0.838
1.053
0.902
0.865
0.913
0.754
0.836
0.834
1.160
1.208
Qwen3-8B w/ reasoning
1.009
1.681
1.522
1.421
1.552
1.531
1.159
1.267
0.959
1.265
1.294
1.620
1.563
Qwen3-8B w/ hints
0.680
1.996
1.476
1.517
1.798
1.781
1.209
1.254
1.019
1.371
1.343
1.712
1.538
Qwen3-14B Base
0.672
0.916
1.025
0.847
1.022
0.907
0.883
0.898
0.735
0.828
0.819
1.136
1.181
Table 1: Performance breakdown across Cross-Centaur evaluation settings, measured by negative log likelihood (lower is better). “Same cat.” and “Other cat.” denote whether the source task belongs to the same psychological category as the target task. For Centaur and Cross-Centaur, we report the average over three training seeds.
2-Armed Bandit
Restless Bandit
Correlated Bandit
One-Shot Gamble
Temporal Discounting
Shuffled Card
Classification
Estimation
Odd One Out
Public Goods
Social Value
Ultimatum Game
Qwen3-8B
0.937 / 0.607
1.201 / 1.140
3.602 / 3.370
0.841 / 0.709
1.129 / 0.805
1.904 / 1.953
1.030 / 1.018
1.230 / 1.413
1.788 / 1.397
1.318 / 1.341
1.908 / 1.714
5.031 / 3.757
Qwen3-14B
1.290 / 0.616
1.416 / 1.362
4.235 / 4.860
0.970 / 0.812
1.638 / 0.617
2.162 / 2.325
1.526 / 1.727
1.265 / 1.498
1.324 / 1.217
1.390 / 1.359
3.164 / 2.202
6.525 / 4.747
Centaur
0.300 / 0.315
0.804 / 0.815
1.493 / 1.819
0.411 / 0.505
0.274 / 0.294
1.358 / 1.633
0.691 / 0.684
0.928 / 0.996
0.798 / 0.814
0.808 / 0.870
1.613 / 1.618
1.583 / 1.830
Cross-Centaur
0.294 / 0.313
0.786 / 0.808
1.462 / 1.780
0.411 / 0.520
0.269 / 0.292
1.365 / 1.630
0.681 / 0.676
0.925 / 0.987
0.803 / 0.821
0.810 / 0.865
1.629 / 1.649
1.554 / 1.777
Table 2: Task-level negative log likelihood on Cross-Psych-101. Lower values are better. Each cell reports participant-held-out / task-held-out performance for the corresponding target task.
Bandit
Tradeoff
Structure
Social
Qwen3-8B / Shuffled
1.731
1.463
1.393
2.115
Qwen3-8B / Target
1.708
1.395
1.318
1.630
Qwen3-8B / Orig
1.689
1.336
1.403
1.756
Centaur / Shuffled
0.964
1.756
1.093
1.697
Centaur / Target
0.969
1.899
1.125
1.635
Centaur / Orig
0.932
1.580
1.081
1.612
Table 3: Performance breakdown (negative log-likelihood, lower is better) by task family. Abbreviations: Orig.=Original prompt, Shuffled=Shuffled source, Target=Target only.
Model
Same-Task
Cross-Task
Bandit
Tradeoff
Structure
Social
Bandit
Tradeoff
Structure
Social
Same cat.
Other cat.
Same cat.
Other cat.
Same cat.
Other cat.
Same cat.
Other cat.
Qwen3-8B
0.724
0.759
0.567
0.603
0.583
0.567
0.531
0.438
0.533
0.533
0.596
0.574
Centaur
0.738
0.759
0.600
0.603
0.600
0.556
0.542
0.438
0.533
0.533
0.596
0.569
Cross-Centaur
0.734
0.760
0.633
0.603
0.634
0.609
0.749
0.477
0.567
0.632
0.608
0.553
Table 4: Probe accuracy breakdown by psychological category on Cross-Psych-101. Higher values are better. “Same cat.” and “Other cat.” denote whether the source task belongs to the same psychological category as the target task.
Figure 5: Cross-Centaur hidden states visualized by shuffled-card-task risk-preference score. Each point represents a participant, colored by their observed risk preference (yellow = more risk-seeking, blue = more risk-averse). The horizontal axis shows the hidden state’s projection onto a linear probe for this score, so more risk-seeking participants appear further right; the vertical axis is orthogonal and just spreads points in two dimensions. Rows vary the source task (top: shuffled card, same task; bottom: restless bandit, cross task), and columns compare inputs with only source-task behavior (left) versus those also including the shuffled-card target-task description (right). Adding the target description clarifies the left-to-right risk preference gradient, especially for the cross-task (bottom) row.
Appendix figures & tables13 assets
Supplementary material from the paper’s appendix.
Appendix
Figure 6: Screenshots of the experimental interfaces for the 12 tasks. Each task is classified under one of the following four categories: Bandit, Tradeoff, Structure, or Social.
Figure 7: Supplementary validation analyses across eight tasks not discussed in the main text. Panels (A) and (B) show mean regret in the Restless and Correlated bandit tasks, respectively. Panel (C) shows the distribution of the proportion of trials in which participants chose the delayed option in the Temporal Discounting task. Panel (D) shows the distribution of mean session length, a proxy for risk preference, in the Shuffled Card task. Panel (E) shows mean error rate in the Classification task, separately for each classification rule. Shaded areas indicate standard errors. Panel (F) shows the margin-weighted match rate in the Odd-One-Out task, which can be interpreted as the consistency between participants’ subjective similarity judgments and distances derived from pretrained word-embedding vectors. Panel (G) shows mean contributions in the conditional Public Goods Game task. Panel (H) shows a scatterplot of each participant’s proposal and minimum acceptance threshold in the Ultimatum Game task.
Figure 8: Task co-occurrence counts across participants. Each cell shows the number of participants who completed both tasks in the corresponding unordered task pair.
Task Name
Category
Incentivized?
Reference
Summary
Two-armed bandit
Bandit
Yes
Gershman (2018)
Choose between a safe option (always yielding zero points) and a risky option (yielding a positive or negative reward). 10 trials × 8 sessions; the risky option’s reward distribution varies across sessions.
Restless bandit
Bandit
Yes
Daw et al. (2006)
Choose one of four options whose expected rewards drift over time. 50 trials × 2 sessions.
Correlated bandit
Bandit
Yes
Wu et al. (2018)
Choose one of thirty options arranged in a row, where neighboring options yield similar rewards. 10 sessions in total (5 long sessions of 10 trials and 5 short sessions of 5 trials); reward distributions and scales vary across sessions.
One-shot gamble
Tradeoff
Yes
Krueger et al. (2024)
Choose between two lotteries, each specified by probabilities and payoffs, for 20 trials. One chosen lottery is resolved at the end of the task.
Temporal discounting
Tradeoff
No
Ruggeri et al. (2022)
Choose between an immediate (sooner) and a delayed (later) monetary option across varying amounts and delays. 3 trials × 4 sessions, covering both gain and loss conditions.
Shuffled card task
Tradeoff
Yes
Frey et al. (2017)
Repeatedly draw a card from a deck of 32 (containing gain and bomb cards) or stop. Drawing a bomb card forfeits the session’s accumulated points and ends the session. 35 sessions, varying in gain amount, loss amount, and number of bomb cards.
Appendix
Table 5: List of the 12 tasks used in the experiment. This table details the category, the presence of financial incentives, the reference, and the specific task description for each task. Note that due to time constraints, the number of trials and sessions has generally been reduced compared to the original tasks.
Table 7: Hyperparameters for extracting model representations and training behavioral tendency probes.
Task
Score Name
Type
Definition
Interpretation of Larger Values
Two-armed bandit
regret
performance
Negative mean regret, where regret is best reward minus realized reward.
Better choices.
Restless bandit
regret
performance
Negative mean regret, where regret is the maximum mean reward on each trial minus the realized reward.
Better choices.
Correlated bandit
regret
performance
Negative mean regret, where regret is rewardScale ×max(μ) minus the realized reward.
Better choices.
One-shot gamble
risk preference
risk preference
Fraction of the 20 trials in which the participant chose the higher-variance option.
More risk-seeking choices.
Shuffled card tas
risk preference
risk preference
Number of sessions ending by drawing a bomb, divided by 35.
More sessions in which the participant continues drawing until a bomb.
Shuffled card task
risk preference
risk preference
Mean stopping trial among voluntarily stopped sessions, divided by 35.
Later stopping and stronger tendency to keep drawing.
Appendix
Table 8: Participant-level behavioral tendency scores used as targets for probing and as color variables for representation visualization.
Figure 9: Comparison between human and Cross-Centaur regret in the Two-armed bandit task. The scatterplot shows participant-level regret values for humans and Cross-Centaur predictions, with a correlation of r=0.840 . The distribution plot shows that human regret is more broadly distributed than Cross-Centaur regret.
Model
Cross-Centaur Same-Task
Cross-Centaur Cross-Task
Bandit
Tradeoff
Structure
Social
Bandit
Tradeoff
Structure
Social
Same cat.
Other cat.
Same cat.
Other cat.
Same cat.
Other cat.
Same cat.
Other cat.
Qwen3-8B-prompt Shuffled source
2.076
1.822
1.431
2.569
1.837
1.281
1.488
1.080
1.368
1.379
2.031
1.746
Qwen3-8B-prompt Target only
1.907
1.709
1.374
1.638
1.751
1.465
1.432
1.044
1.303
1.277
1.628
1.624
Qwen3-8B Original
2.007
1.587
1.458
1.744
1.798
1.262
1.350
1.071
1.371
1.379
1.783
1.741
centaur prompt Shuffled source
1.071
2.218
1.146
1.709
0.987
0.834
1.761
1.291
1.078
1.055
1.691
1.691
Appendix
Table 9: Performance breakdown across Cross-Centaur evaluation settings. Lower values are better. “Same cat.” and “Other cat.” denote whether the source task belongs to the same psychological category as the target task.
Model
Centaur
Cross-Centaur Same-Task
Cross-Centaur Cross-Task
Overall
Bandit
Tradeoff
Structure
Social
Bandit
Tradeoff
Structure
Social
Same cat.
Other cat.
Same cat.
Other cat.
Same cat.
Other cat.
Same cat.
Other cat.
Centaur
0.652±0.002
0.861±0.003
1.069±0.019
0.856±0.001
1.043±0.002
0.847±0.003
0.828±0.002
0.950±0.011
0.802±0.000
0.865±0.000
0.875±0.001
1.171±0.001
1.204±0.001
Cross-Centaur
0.646±0.002
0.812±0.002
0.987±0.029
0.817±0.001
1.009±0.000
0.799±0.002
0.787±0.003
0.872±0.017
0.720±0.001
0.806±0.001
0.809±0.001
1.127±0.002
1.160±0.001
Appendix
Table 10: Variability of Centaur and Cross-Centaur across training seeds. Each cell reports the mean ± standard deviation of negative log likelihood over the three training seeds used in Table 1 (lower is better). “Same cat.” and “Other cat.” denote whether the source task belongs to the same psychological category as the target task.
Cross-Psych-101
Baseline
Psych-101
Same-Task
Cross-Task
Qwen3-8B Base
1.350 [1.232, 1.473]
1.254 [1.051, 1.478]
0.899 [0.666, 1.199]
Centaur
0.008 [0.003, 0.014]
0.110 [0.070, 0.170]
0.150 [0.084, 0.241]
Appendix
Table 11: Bootstrap comparison against Cross-Centaur. Each cell reports ΔNLL=NLLbaseline−NLLCross-Centaur with 95% confidence intervals from 10,000 participant-level bootstrap resamples of the test data; positive values favor Cross-Centaur.
Model
Same-Task
Cross-Task
Bandit
Tradeoff
Structure
Social
Bandit
Tradeoff
Structure
Social
Llama-3.2-1B
1.193 / 1.040
1.865 / 1.590
1.197 / 1.095
1.574 / 1.531
1.057 / 0.908
1.420 / 1.149
1.192 / 1.030
1.800 / 1.667
Llama-3.1-8B
0.986 / 0.938
1.641 / 1.252
1.081 / 1.000
1.563 / 1.373
0.862 / 0.805
1.232 / 0.834
1.002 / 0.883
1.714 / 1.462
Qwen3-1.7B
0.906 / 0.861
1.155 / 1.028
0.994 / 0.871
1.128 / 1.082
0.917 / 0.853
1.028 / 0.868
1.040 / 0.869
1.330 / 1.222
Qwen3-8B
0.854 / 0.792
1.058 / 0.910
0.856 / 0.795
1.042 / 0.982
0.831 / 0.765
0.873 / 0.729
0.869 / 0.772
1.184 / 1.107
Appendix
Table 12: Performance across model families and sizes on the participant-held-out split. Each cell reports Centaur / Cross-Centaur negative log likelihood for the corresponding task family; lower values are better, and the better of the two is in bold.
Figure 10: Prompt template for Cross-Centaur: The formatting for user and assistant messages during supervised fine-tuning, with color highlighting for key sections.
Large language models (LLMs) are increasingly used as surrogates for human participants, but it remains unclear which models best capture human behavior and why. To address this, we introduce Psych-201, a novel dataset that enables us to measure behavioral alignment at scale. We find that post-training -- the stage that turns base models into useful assistants -- consistently reduces alignment with human behavior across model families, sizes, and objectives. Moreover, this misalignment widens in newer model generations even as base models continue to improve. Finally, we find that persona-induction -- a popular technique for eliciting human-like behavior by conditioning models on participant-specific information -- does not improve predictions at the level of individuals. Taken together, our results suggest that the very processes that are currently employed to turn LLMs into useful assistants also make them less accurate models of human behavior.
Large language models fine-tuned on human behavioural data have emerged as general-purpose cognitive proxies, but the scale this requires, and whether these models process task structure or exploit statistical shortcuts, remain open questions. We train fourteen models from 135M to 14B parameters across four architecture families on Psych-101, a dataset of 10.7 million trial-level choices from 160 experiments. For in-distribution simulations, scale barely matters. The models fall within a narrow band, as though against a ceiling, and 0.6B to 1B parameters suffice to match a 70B baseline on held-out participants. Out-of-distribution, that band opens into a markedly steeper scaling gradient, with larger models clearly advantaged in generalisation to novel task structure. To determine what information these models use, we run two diagnostics. We progressively strip four prompt channels -- task instructions, experimental stimuli, outcome feedback, and choice history -- across 27 experiments, and permute trial order. Masking the content of stimuli and feedback destroys 75.7% of learned information and pushes models below chance, demonstrating that choice history alone does not account for performance. Permutation reveals invariance on tasks with independent trials but sensitivity where trial order is determined by prior responses. Small cognitively fine-tuned models therefore show promise as noise ceiling estimators for psychological experiments, though their scope remains bounded by the paradigms seen in training.
Nick Oh, Fernand Gobet
socius labs · London School of Economics and Political Science
While Large Language Models (LLMs) can convincingly simulate personas in explicit self-reports, they often deviate in implicit behavioral decisions, revealing a substantial Knowledge-Decision Gap (GKD). Existing benchmarks struggle to measure this discrepancy due to limited construct validity, multidimensional entanglement, and distributional biases in LLM-based evaluation. To address these issues, we propose ActTraitBench, a human-grounded evaluation framework for measuring personality consistency in LLMs. Grounded in empirical human data, ActTraitBench establishes one-to-one mappings between psychometric facets and behavioral paradigms and applies Distributional Calibration via Quantile Mapping to reduce distributional mismatch between LLM-judge scores and human responses. Experiments on 14 mainstream LLMs reveal substantial knowledge-decision gaps and show that assigned personas are reflected more consistently in self-reports than in behavioral decisions for most evaluated models. To mitigate this gap, we further introduce the Chain of Cognitive Alignment (CoCA), an inference-time intervention that reduces GKD for 12 of the 13 models with paired results. Code and resources are available at https://github.com/Selina233/ActTraitBench.