Organizations: University of Liverpool, Liverpool, United Kingdom · Carl von Ossietzky University of Oldenburg, Oldenburg, Germany · Chalmers University of Technology, Gothenburg, Sweden
How do LLM agents' strategies differ, and how much can instructions to adopt a persona change their behavior over a game? We study these questions with AgentMonopoly, an environment where agents communicate, buy and trade properties, and make decisions that affect later turns. We compare models from four families, each at two sizes, in games with identical models, different sizes of the same family, or different families. We also assign one agent a persona, a description of how it should behave, intended to change a tendency observed in games without that persona. The tested models differ in how often they trade, waive rent, and manage cash and properties. Larger models do not consistently win more games. Persona instructions change the words agents use and some of their actions, but the changes do not always match the role across all decisions. These results show why persona following should be assessed through actions and outcomes as well as language. As our findings are conditional on the tested checkpoints, prompts, and five seeds per configuration, the open-source nature of AgentMonopoly provides the experimental infrastructure for further extending these comparisons. Our code is available at https://github.com/SuELS-Group/Agent_Monopoly.
Figures & tables
Figure 1: Examples of communication and actions in AgentMonopoly.
Study
Main comparison
Relation to AgentMonopoly
NegotiationArena ( Bianchi et al., 2024 )
Negotiation skills and tactics in resource-sharing and bargaining tasks.
We study several decision types in a four-player game where cash and property ownership carry over between turns.
FinBoardBench ( Hu et al., 2026 )
Dynamic financial decision-making across three board games; interactions evaluated by their financial consequences.
We focus on social interaction patterns, persona-related changes, and consistency between words and actions. Game outcomes provide context.
PERIL ( Licato and Steinle, 2025 )
Converting personas into rules for choosing moves, and measuring game performance.
Our LLMs choose actions directly during play; we compare their messages and actions.
Story and persona study ( Wang et al., 2026 )
Testing personas across stories with the same decision structure, including tests that remove action words.
We keep the game setting fixed and compare both language and actions while agents respond to each other.
Table 1: Comparison with closely related studies by research question and experimental design.
Figure 2: Behavior in same-model games: (a) trade proposals per 100 dice rolls, (b) acceptance of received trade offers, and (c) rent-waiver rate. Each dot represents a game, with five games per model version. Size labels identify the tested models; similar sizes do not imply equal capabilities across families.
Figure 3: Win counts by player position in (a) 20 same-model games using larger models and (b) 20 persona games. In (b), the agent assigned a persona always plays at P1. Each family contributes five games per panel.
Figure 4: Agents assigned a persona and their opponents without a persona: persona-related words in (a) public messages and (b) private messages, and (c) public-message length. Dots represent observations from individual games. Word frequency measures the use of persona-related terms.
Figure 5: Agents assigned a persona and their opponents without a persona: (a) proposals per 100 of an agent’s own rolls, (b) acceptance of received offers, (c) average house equivalents at game end(a hotel counts as five houses), and (d) minimum cash while still in the game.
Appendix figures & tables7 assets
Supplementary material from the paper’s appendix.
Appendix
Figure 6: The game board used in the experiments, with street names adapted to Oldenburg.
Model label
Persona
Intended behavioral change
Qwen3-32B
Zen
Propose fewer trades, act less urgently, buy selectively, and avoid spending too much.
DeepSeek-R1-32B
Independent
Acquire and develop properties with less reliance on trades and other players.
Gemma4-26B
Diplomatic
Increase friendly communication and seek cooperation or alliances.
Mistral-Small-24B
Conservative
Keep cash in reserve and avoid risky or unfavorable trades.
Appendix
Table 2: Persona conditions. Only P1 receives the persona; P2–P4 use the same model with the base prompt. Each row is evaluated with seeds 42–46.
Setting
Players
Reported games per setup
Games
S1
Four copies of one model; four families at two sizes.
8 models × 5 seeds
40
S2
Two players using the larger model and two using the smaller model from the same family.
4 families × 2 seatings × 5 seeds
40
S3
One model from each family within a size group.
2 size groups × 4 turn orders × 5 seeds
40
S4
Four copies of a larger model; only P1 receives a persona.
4 family–persona pairs × 5 seeds
20
Appendix
Table 3: Overview of the four experimental settings (S1–S4), including player composition, the detailed game counts and the total number of games in each setting.
Family
Larger models
Smaller models
Qwen
Qwen3-32B
Qwen3-8B
DeepSeek
DeepSeek-R1-32B
DeepSeek-R1-8B
Gemma
Gemma4-26B
Gemma4-12B
Mistral
Mistral-Small-24B
Mistral-Nemo-12B
Appendix
Table 4: Model identifiers used in the experiments, grouped by family and relative model size.
Figure 7: The interface for reviewing recorded games.
Figure 8: Win counts in mixed-size games (S2) by model family and player position for (a) larger and (b) smaller models. Each cell reports the number of games won by models of the indicated size at the corresponding position. Across ten games per family, larger models account for 18 wins and smaller models for 22.
Model
Wins
Wins by seat (P1/P2/P3/P4)
Proposals per 100 dice rolls
Acceptance rate (%)
Qwen3-32B
3/20
0/1/1/1
110.0 (homog. 109.6)
54 (homog. 58)
DeepSeek-R1-32B
2/20
0/1/0/1
92.0 (homog. 89.9)
54 (homog. 53)
Mistral-Small-24B
1/20
0/0/0/1
86.5 (homog. 65.5)
75 (homog. 67)
Gemma4-26B
14/20
3/3/3/5
23.3 (homog. 33.3)
56 (homog. 17)
Qwen3-8B
0/20
0/0/0/0
91.8 (homog. 93.6)
81 (homog. 76)
DeepSeek-R1-8B
6/20
1/1/3/1
64.9 (homog. 73.9)
50 (homog. 33)
Appendix
Table 5: Win counts and behavioral measures in cross-family games (S3). Each model participated in 20 games, with five games at each player position. Games lasted up to 150 steps. Trade-proposal rates and acceptance rates are pooled across the 20 games. Values in parentheses report the corresponding measures from same-model games (S1).
Large Language Model (LLM) agents are increasingly deployed in settings where they interact with diverse users, including those who are unclear, impatient, or reluctant to share information. However, collecting real interaction data at scale remains expensive. The field has turned to LLM-based user simulators as stand-ins, but these simulators inherit the behavior of their underlying models: cooperative and homogeneous. As a result, agents that appear strong in simulation often fail in real human interactions. To narrow this gap, we introduce Persona Policies (PPol), a plug-and-play control layer that induces realistic behavioral variation in user simulators while preserving original task goals. Rather than hand-crafting personas, we employ an evolutionary coding agent to discover persona generation programs optimized for human-likeness and behavioral coverage over real user conversations. The evolved program generates diverse, human-like personas for any task in the domain. Across 4 benchmarks--including τ2-bench Retail and Airline, ColBench, and WildChat--evolved PPol yield 28-72% absolute gains in fitness score over the baseline simulator. In blinded evaluations, annotators judged PPol users as 'human' 80.4% of the time, nearly 2x more than the baseline simulators. Training agents with PPol also improves real-world performance: our user study with live human-agent interactions showed that fine-tuning with our method boosted task success by +23% over default baselines. PPol thus offers a novel approach to strengthen simulator-based evaluation and training without changing underlying tasks.
Personas are often employed to guide large language model agents, yet their effectiveness in shaping strategic behavior in social dilemma settings remains uncertain. To address this, we examined the impact of persona prompts in an iterated Split or Steal game where persona-driven agents interacted with a Virtual Human (VH) controlled by a fixed prompt. Agents were instantiated from four open models (Ministral 3:3b, phi4:14b, Gemma3:12b, and Gemma4:e4b) at two temperature settings (0.3 and 0.7) and deterministic decision with zero temperature, while the VH was powered by GPT 4.1 mini. Across 160 sessions of 15 rounds each conducted in European Portuguese, mutual Split outcomes dominated (roughly 74 percent of rounds), with exploitation occurring in fewer than 11 percent of rounds. Model choice significantly influenced behavior: phi4 and Ministral 3:3b remained consistently cooperative across temperatures, whereas Gemma3:12b and Gemma4:e4b exhibited more varied strategies and outcomes. Analyses based on Big Five personality traits indicated that Prosocial and Principled personas were most consistently cooperative, while Analytical personas were more likely to exploit the VH. Topic analysis revealed that friendship-related dialogue aligns with Split decisions, whereas money and vengeance-related content is more prevalent in Steal outcomes; sentiment labels were predominantly neutral or happy and provided limited additional explanatory value. These findings characterize the interaction between persona prompts and model differences in repeated trust games and serve as a baseline for planned virtual reality studies involving human participants interacting with an embodied VH.
Carlos Leon, Alexandre Rodrigues, Pedro Gamito +1
Universidade Lusófona, Portugal · Universitat de Barcelona, Spain · Université Paris Cité, France +1
Large language models (LLMs) are increasingly deployed as decision-making agents in high-stakes domains and as imitators of human behavior in the social and behavioral sciences. Yet how closely LLMs mirror human decision-making remains poorly understood. This gap is critical: misalignment could produce harmful outcomes in practice, while failure to replicate human behavior renders LLMs ineffective as social simulators. Here, we address this gap by replicating large-scale game-theoretic experiments and by introducing a systematic prompting and probing framework for machine-behavioral evaluation. We test three open models typically used to power agents (Llama, Mistral, and Qwen). Across 121 dyadic games spanning four classical game types, Llama reproduces human cooperation patterns with high fidelity, while Qwen aligns closely with Nash equilibrium predictions. Characterizing models through behavioral phenotyping, we find that humans and Llama share an envious decision profile, while Qwen and Mistral exhibit different profiles. An attention-based analysis of payoff salience reveals Llama processes payoff information in a structured, layer-dependent manner absent in Qwen and Mistral, suggesting a mechanistic basis for its closer alignment with human behavior. Population-level behavioral replication is achieved without persona-based prompting, simplifying the simulation process. Extending the experimental parameter space beyond the original human-tested games, we generate and preregister testable hypotheses for novel game configurations. Our findings demonstrate appropriately configured LLMs can replicate aggregate human behavioral patterns, exhibit human-like decision phenotypes, and enable systematic exploration of unexplored experimental spaces, offering a complementary approach to traditional behavioral research that generates new empirical predictions about human social decision-making.
Andrea Cera Palatsi, Samuel Martin-Gutierrez, Ana S. Cardenal +1
Department for Computational Social Sciences and Humanities, Barcelona Supercomputing Center · Grupo de Sistemas Complejos, Universidad Polit´ecnica de Madrid · School of Law and Political Science, Universitat Oberta de Catalunya +1