Much of human culture is tacit and is typically learned through situated social interaction. As LLMs are deployed as interactive agents across diverse communities, assessing their cultural competence demands moving beyond existing question-answering approaches, shifting from what they know to how they adapt. In this work, we broaden the scope of cultural adaptation in NLP by investigating whether LLMs can adapt through repeated interactions via a sandbox environment. By reframing cultural adaptation as a continuous process of norm assimilation through social interaction, our work demonstrates that memory mechanisms foster longitudinal learning across repeated interactions, facilitate transfer to different social settings, and enable multilingual norm assimilation across five languages. Together, our findings lay the groundwork for continuous, interaction-driven cultural adaptation in LLMs.
Figures & tables
Figure 1: Overview of the setup. Left: An NPC with an assigned cultural identity interacts with an unassigned Learner agent driven by a social goal. To incentivize learning implicit norms, the goal is granted only when the learner demonstrates associated cultural norms and avoids cultural faux pas. A judge model evaluates the dialogue session and assigns a social reputation score in the end. Right: We evaluate how reasoning and memory mechanisms shape longitudinal learning behaviours and norm assimilation across repeated interaction episodes.
Model
CN
FR
JP
NZ
SA
Avg.
Gemma4-E4B
0.01 ± 0.04
0.22 ± 0.13
-0.05 ± 0.01
0.33 ± 0.08
0.15 ± 0.02
0.13
Gemma4-E4B SR
0.00 ± 0.06
0.06 ± 0.03
-0.06 ± 0.04
0.42 ± 0.03
0.25 ± 0.03
0.13
Gemma4-E4B MemoryBDI
0.04 ± 0.05
0.36 ± 0.02
0.10 ± 0.05
0.53 ± 0.05
0.23 ± 0.03
0.25*
Gemma4-E4B MemoryR
0.23 ± 0.04
0.38 ± 0.02
0.23 ± 0.06
0.51 ± 0.12
0.35 ± 0.04
0.34*
Qwen3-8B
-0.47 ± 0.03
-0.24 ± 0.02
-0.27 ± 0.06
0.21 ± 0.05
-0.11 ± 0.10
-0.17
Qwen3-8B SR
-0.23 ± 0.02
-0.11 ± 0.07
-0.08 ± 0.00
0.27 ± 0.06
-0.06 ± 0.03
-0.04*
Table 1: Model performance across cultures: China (CN), France (FR), Japan (JP), New Zealand (NZ), and Saudi Arabia (SA). Social Reputation ∈[−1.0,1.0] : episode-averaged score measuring adherence to cultural norms ( −1.0 indicates any violations or cultural faux pas). ∗ : a statistically significant improvement over the default ( p<0.05 ).
Figure 2: Distribution of social reputation judgments under MemoryR across models and cultures for English-language interactions. For each cultural group, the three bars (left to right) represent sequential repeated interaction episodes. Stacked segments denote the proportion of scenarios judged as Positive (+1; norm-aligning), Neutral (0; partially adhering), or Negative (-1; norm-violating). China (CN), France (FR), Japan (JP), New Zealand (NZ), and Saudi Arabia (SA).
Model
Ep.1
Post
pwithin
β
pβ
Gemma4-E4B
MemoryBDI
+0.22
+0.25
0.1380
+0.05
0.1260
MemoryR
+0.19
+0.34
<0.0001∗
+0.10
0.0016∗
Qwen3-8B
MemoryBDI
−0.01
−0.00
0.3838
+0.01
0.7241
MemoryR
−0.17
+0.01
<0.0001∗
+0.08
0.0161∗
Table 2: Longitudinal social reputation performance across interaction episodes. Evaluated across N=250 paired scenario encounters across all cultures. Ep.1 : Episode 1. Post : average performance of Ep.2 and Ep.3. β : the fixed-effect longitudinal trajectory slope from a linear mixed model (LMM), with significance pβ . ∗ indicates statistically significant ( p<0.05 ).
Figure 3: Embedding similarity between inferred norms and ground truth across models and cultures under MemoryR . The dashed line indicates the background embedding similarity for randomly paired norms for that model family.
Figure 4: Change in social reputation scores on unseen scenarios using norms inferred from repeated interactions ( MemoryR ) relative to the default.
Model
CN
FR
JP
SA
Avg.
Gemma4-E4B
-0.06
0.21
0.07
0.25
0.12
Gemma4-E4B MemoryR
0.23
0.34
0.20
0.54
0.33
Qwen3-8B
-0.21
-0.05
-0.14
-0.18
-0.15
Qwen3-8B MemoryR
-0.06
-0.04
-0.07
-0.07
-0.06
Table 3: Averaged multilingual performance (social reputation score, MemoryR ) across four cultures: China (CN), France (FR), Japan (JP), and Saudi Arabia (SA).
Figure 5: Distribution of social reputation judgments under MemoryR for 5 episodes. For each culture, the bars (left to right) represent sequential repeated interaction episodes. Stacked segments denote the proportion of scenarios judged as Positive (+1; norm-aligning), Neutral (0; partially adhering), or Negative (-1; norm-violating).
Initial business interactions prioritize shared, relatable observations about the setting to establish a comfortable and grounded rapport.
New Zealanders may use humour throughout business discussions to lighten the setting. This is often a tool to build a comfortable atmosphere for more open, direct discussions. Reciprocate this where you can.
China
When approaching a respected master in traditional Chinese contexts, deference to the holistic philosophical framework of health (e.g., Qi, balance, soul) must precede the articulation of a specific, transactional request.
In the context of traditional Chinese medicine, Chinese people and practitioners emphasize the importance of prevention and the use of food as medicine, guided by the belief in Qi and life energy.
Japan
Respect for the host’s established pacing and procedural guidance supersedes the eagerness to initiate discussion or take initiative.
It is common for the host to give a quick speech greeting everyone before discussing the topic of business.
Appendix
Table 4: Examples of norms inferred versus the ground-truth norms from Gemma4-E4B.
Age Group
Percentage
17–24
0.95%
25–34
27.06%
35–44
33.47%
45–54
29.59%
55–64
8.07%
65+
0.87%
Appendix
Table 5: Age distribution of scenarios. Most NPC characters are within 25–54 years old (typical working age) since many ground truth norms from CulturalForest are related to business settings.
We have 20 synthetic {culture} profiles and settings that’s generated by AI models.
We’d like your help on assessing the following dimensions of these profiles and settings.
1. Acceptability
How possible is this profile and setting within your culture? Could someone like this plausibly exist in your culture?
Consider whether the combination of characteristics, occupations, resources, and events could plausibly exist. Do not penalize unusual or rare characteristics merely for being unusual.
Options:
Appendix
Table 6: Human evaluation instruction.
Example Scenario
General Setting & Context
Culture
New Zealand
Setting
A sunlit timber-clad meeting room in a converted packing shed outside Hastings… Large sliding glass doors stand partially open to the terrace, letting in a light breeze.
NPC
Demographics
Stacey Wilson, 41 years old, Female
Background
…regional logistics director in Hawke’s Bay who manages transport and cold-storage distribution networks…
Appendix
Table 7: Example synthetic scenario, shortened for presentation. The ground-truth norm set is sourced from CultureForest Ye et al. (2026) and consists of three norms. The scenario generated based on CultureBank Shi et al. (2024) consists of one norm.
Model
CN
FR
JP
NZ
SA
Avg.
Qwen3-32B
-0.05
0.21
0.14
0.36
0.23
0.18
Qwen3-32B MemoryR
0.14
0.39
0.17
0.50
0.37
0.31
Appendix
Table 8: Qwen3-32B performance across cultures: China (CN), France (FR), Japan (JP), New Zealand (NZ), and Saudi Arabia (SA). Social Reputation ∈[−1.0,1.0] : episode-averaged score measuring adherence to cultural norms ( −1.0 indicates any violations or cultural faux pas). Qwen3-32B Memory R demonstrates both a statistically significant improvement over the default baseline ( p=0.0001 ) and sustained longitudinal learning ( β=+0.08 pts/ep , p=0.0160 ).
Figure 6: Distribution of social reputation judgments under MemoryR across models and cultures for multilingual interactions. For each cultural group, the three bars (left to right) represent sequential repeated interaction episodes. Stacked segments denote the proportion of scenarios judged as Positive (+1; norm-aligning), Neutral (0; partially adhering), or Negative (-1; norm-violating).
1Network Analysis and Social Influence Modelling (NASIM) Lab · 3Computational Social Science & Systems Analysis University of Münster · School of Computing Macquarie University