Human Behavior Simulation
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17 papers in the last four weeks, up 70% on the four weeks before. 0.2% of all new papers.
Latest papers 173
Training and evaluating interactive language agents typically requires rich user interactions, yet collecting human feedback is expensive and difficult to scale. Simulated users offer a scalable alternative, but they must both resemble real user behavior and provide useful learning experiences for agents. In contrast, most agent-training frameworks rely on off-the-shelf assistant LLMs, whose helpfulness can make them overly cooperative, explicit, and behaviorally homogeneous compared with real users. We introduce MIMESIS, a purpose-built user simulator trained on human conversations with explicit reasoning supervision and 13 realistic behavioral patterns derived from real user interactions. Empirically, our 9B model achieves a SOUL-Index of 65.7, surpassing the strongest frontier model. Compared with Claude-Opus-5, the strongest baseline on RealUserSim and SimulatorArena, MIMESIS improves behavioral fidelity by 13.4 points and reduces Turing distance by 3.6 points, respectively. We then freeze the simulator and train an agent by interacting with the frozen simulator using multi-turn reinforcement learning. Across eight environments, training with MIMESIS yields better agent performance than training with GPT-5.5 under all nine unseen user simulators, demonstrating stronger generalization to new user simulators. Moreover, we propose Coached On-Policy Self-Distillation (CSD), which leverages simulator-generated private reasoning traces and subsequent utterances as feedback on how well the agent addresses user needs. A coach converts this information into concise coaching notes that describe how the agent can better anticipate user needs and adapt its behavior over the course of an interaction. CSD turns this feedback into dense, token-level supervision beyond sparse task rewards, yielding further gains across all nine evaluation user models.
Controllable Crowd Generation through World-Model Planning
Crowd simulation plays a central role in robot navigation, autonomous driving, and urban planning. For these applications, realistic simulation requires crowds to adapt their behavior to environmental changes and user objectives. However, existing methods that rely on predefined control settings have limited flexibility in accommodating new user-specified objectives. To address this limitation, we propose Ctrl-CWM, a multi-agent Controllable Crowd World Model that integrates crowd generation and run-time control. Our key idea is to adapt the world-model principle of planning using imagined futures to crowd simulation. To this end, Ctrl-CWM consists of an encoder that learns a representation of human motion dynamics, an actor that proposes pedestrian displacements, a critic that evaluates imagined crowd trajectories, and a planner that selects actions. We first learn human motion dynamics through trajectory prediction on real-world pedestrian videos and then freeze the encoder to preserve them. Using this representation, the actor generates imagined crowd trajectories through repeated state updates, and the planner combines the critic's scores with user costs to select actions. Repeated planning advances the simulated crowd, while additional user costs introduce new control objectives without retraining. We extensively evaluate crowd generation under varied agent arrival conditions and run-time control across avoidance and attraction scenarios. Ctrl-CWM outperforms the state-of-the-art method on most crowd realism and collision metrics, and adapts crowd behaviors to user-specified objectives introduced during simulation. The project page is available at https://jungyu0413.github.io/Ctrl-CWM
Socio-Foundation: A Model for Generalizable Individual Behavior Simulation via Hierarchical Capability Distillation
Simulating individual behavior requires large language models (LLMs) to preserve persona traits while adapting to dynamic social contexts. However, general-purpose LLMs often flatten distinct personas, while task-specific tuning suffers from fragmentation and generalization. To overcome these challenges, we organize individual simulation into the \textbf{FONTS Taxonomy}, comprising five complementary capability dimensions: \emph{persona fidelity} (\textbf{F}), \emph{outcome realization} (\textbf{O}), \emph{behavioral naturalness} (\textbf{N}), \emph{trajectory coherence} (\textbf{T}), and \emph{social grounding} (\textbf{S}). Grounded in this taxonomy, we curate a standardized training corpus library of approximately 10 million instances across 14 representative datasets and present \textbf{Socio-Foundation}. Socio-Foundation decouples specialization from integration via a three-stage pipeline: learning task experts via DAPO, consolidating them into capability experts via off-policy distillation, and unifying them via multi-teacher on-policy distillation (MOPD). We also establish \textbf{IndiEval}, consolidating 29 metrics across the FONTS dimensions. Experiments show that Socio-Foundation outperforms its \textit{Qwen3-8B} base by 11.0 points and approaches frontier models such as \textit{GLM-5.2}, with ablations and out-of-distribution evaluations further demonstrating the effectiveness and generalization of our model.
Infant simulator with an embodied caregiver: Generating infant-perspective touch and vision during social interaction
Early development unfolds in caregiver-infant dyads, where infants' sensorimotor streams are shaped by physical contact and face-to-face interaction. Yet developmental robotics simulators commonly model infants in isolation, limiting the study of caregiver-mediated experience. We present a caregiver-enabled extension of the Multi-Modal Infant Model (MIMo) in MuJoCo that turns MIMo into a controllable platform for replaying dyadic interaction and generating dense infant-perspective observations. The system provides (i) an articulated caregiver model compatible with MIMo morphologies, parameterized from anthropometrics and optionally resized to a recorded caregiver; (ii) a workflow to replay naturalistic caregiver-infant holding and soothing interactions; and (iii) logging and visualizing the infant's first-person multimodal experience (we show touch and vision). We showcase the tool on touch by introducing origin-aware contact logging that disambiguates self-, caregiver-, and environment-generated contact and supports aggregation into touch-rate statistics comparable to manual coding. While we showcase tactile analysis, the platform is intended more broadly as a generator of multimodal dyadic datasets (touch and egocentric vision) for modeling the development of social interaction.
Learning to Simulate Individuals from Macro Social Signals
Large language models are increasingly used to simulate how individuals respond to new situations, yet the behavioral reasoning behind these responses is either inherited from pretraining or learned from individual-level annotations, which offer limited behavioral diversity and little supervision of the reasoning itself. We propose to learn behavioral reasoning from prediction markets, whose price trajectories record how populations respond to real-world events at scale. We introduce macro2mind, which trains a language model with GRPO using market signals. A social behavioral decomposition makes behavioral reasoning an explicit step of forecasting: the model infers representative groups of market participants, predicts how each interprets the news and updates its beliefs, reasons about their interactions, and aggregates these responses into a price. A hindsight-regret curriculum with difficulty-aware sampling focuses training on transitions where hindsight-identified groups substantially improve the forecast while prioritizing examples that remain learnable for the current policy. The learned reasoning applies to user simulation without further training. On SWM-Bench, macro2mind achieves state-of-the-art directional accuracy and correlation on Polymarket. Trained on market data, it transfers zero-shot to four user-simulation benchmarks (Humanual, OvertonBench, PRISM, and CAD) and has competitive performance among zero-shot methods. Used as a data generator, macro2mind also raises a downstream simulator's accuracy on unseen users by 15.5 points, outperforming data generated by its backbone by 13.2 points.
IMPACT: Modeling Socially Interdependent Movement in a Generative Multi-Agent Simulation of a Pompeian Household
Simulations of archaeological sites can make interpretations of past cultural practices observable and examinable. Generative multi-agent simulations offer a bottom-up approach to modeling how people collectively moved through and used historical spaces. However, current agents designed to simulate everyday life often plan and act independently, limiting their ability to capture how movement depends on others' actions. We introduce IMPACT (Interdependent Movement Planning through Inter-Agent Constraints and Triggers), an architecture that uses culturally specific roles and obligations to define dependencies among agents' activities and guide coordination. IMPACT connects socially gated milestone planning, wait-or-prompt resolution, structured directive issuance, and directive integration. These mechanisms determine whether and when activities can begin or change as social conditions evolve, producing socially constrained and prompted movement as their primary observable outcome. We instantiate IMPACT in a five-hour simulation of a Pompeian dinner involving ten agents across interdependent roles. Analysis of five simulation runs shows how social roles, responsibilities, and status relations shape household activities and spatial practices, as reflected in patterns of co-location, asymmetric waiting, co-movement, and social directives. In a controlled ablation evaluation, thirty-seven participants rated the complete architecture's behavior as more socially coherent and believable than that of two reduced architectures. Interviews with six archaeology experts highlighted historically plausible movement patterns and the simulation's potential to support archaeological interpretation, while identifying areas requiring stronger historical grounding for future work.
Evolution of fairness in multi-objective reinforcement learning framework
Fairness, as a fundamental social norm, continues to pose a longstanding puzzle regarding its emergence. Traditional game-theoretic models largely rely on the assumption of \emph{Homo economicus}, wherein individuals are purely rational and self-interested, acting solely to maximize material payoffs. Such accounts, however, overlook the multidimensional nature of human decision-making, which is often shaped also by other considerations beyond economic incentives. To address this gap, we propose a multi-objective reinforcement learning framework that models the evolution of fairness as a dynamic trade-off between material payoff maximization and fairness-driven moral behavior, regulated by a fairness pressure coefficient. Using simulations of a two-objective Q-learning ultimatum game, we find that increased fairness pressure promotes fair outcomes, as expected. Strikingly, however, under moderate pressure, responder behavior reverses: responders become ``forgiving" by accepting low offers -- a pattern in line with our daily experience. Microscopic analyses reveal that this strategy reversal stems from competition between payoff-maximizing and fairness-oriented preferences. We further extend our framework to an asymmetric setting, where proposers and responders assign different weights to the two objectives. Overall, our work expands the reinforcement learning paradigm from a single-objective to a multi-objective formulation, offering a versatile tool for elucidating a broader range of human social behaviors.
Amadeus: When Models of People Meet
With the constant advancements in AI, one possibility is to model agents after humans and, in turn, use these agents to carry out synthetic interactions. Such models could be used to predict interactions between their real counterparts, or potentially interactions at larger scales. In this paper, we test a more controlled version of this question through chess. We use 8 elite chess players, seal their direct pairwise games, learn each player independently using different methods, and then compose the resulting models on the withheld dyads. To evaluate the generated interactions, we use two measurements: opening-family total variation distance and win-draw-loss (WDL) total variation distance. M1 primarily improves WDL fidelity while producing smaller opening-family improvements, whereas M2 produces much larger opening-family improvements while having little effect on WDL-TV. For opening-family behaviour under M2, the correct assignment of the eight learned player identities also gives the closest match among all possible assignments. These results show that at least some properties of previously unseen interactions can be recovered from independently learned individuals. The partial recovery observed here may reflect limitations of the current individual modelling methods rather than a fundamental limit on compositional interaction recovery. An additional post-hoc method that combines the two mechanisms improves both measurements, suggesting that recovery across these behavioural properties is not necessarily mutually exclusive.
Generative Embodied Multiple Behavior Control Systems for Human-like Agents
Building human-like agents that reproduce human behavior in realistic 3D environments has been a longstanding objective in AI. Existing human-like agent frameworks primarily focus on modeling goal-directed behavior. However, cognitive neuroscience commonly believes that human behaviors are more likely controlled by multiple control systems, including goal-directed and habitual behavior control systems. Habitual behavior has been largely overlooked though it plays a crucial role in human daily life. In this paper, we address this gap by proposing a multiple control systems setup that jointly models goal-directed and habitual behaviors. Building on this setup, we propose GEMS, in which the Habitual Controller retrieves habitual actions from habit memory in response to relevant environmental stimuli, while the Goal-directed Controller proposes goal-directed actions and estimates their values. The Arbiter dynamically governs the relative influence of each controller and selects the final action. To construct diverse human-level behavior instructions in 3D environments, we further develop a keyframe-guided motion generation module. Extensive quantitative evaluations, human and ablation studies demonstrate that human-likeness performance is substantially improved by GEMS. The efficacy of GEMS indicates the benefits of leveraging habitual behavior and multiple behavior control system coordination for believable embodied human-like agents. The code is available at this link.
Digital Twins for Opinion Dynamics: A Generative LLM Framework for Social Networks
The study of opinion dynamics in social networks is one of the key challenges in computational social science with direct relevance to understanding political polarization, misinformation, and health responses. Current approaches focus on simplified mathematical models that ignore linguistic and contextual factors related to belief updates or use Large Language Model (LLM)-based simulations that have not been validated against real data. We present a framework based on the concept of a digital twin to simulate opinion dynamics in social networks. The approach fills the gap by cloning a real-world Twitter network, assigns a set of attributes for agents (such as persona, emotions, centrality, stubbornness, and influence), and employs Mistral-7B to perform opinion update based on memory and social exposure. To evaluate the proposed approach, we validate it against two real Twitter datasets (COVID-19 discourse and U.S elections 2020). The results show that the capability of the proposed framework reproduces opinion trajectories and reduces individual prediction error by more than 50% compared to the best-performing classical baseline (Mistral-7B achieves Mean Absolute Error (MAE) = 0.150 and 0.121 on the COVID-19 and US Election 2020 datasets, respectively). We observe similar improvements in structural alignment (Delta_r = 0.120 and 0.180) and polarization dynamics (Delta_Var = 0.106 and 0.115) on the two datasets, respectively. Additionally, the ablation studies confirm that agent attributes, memory, and social exposure all contribute to the framework's predictive fidelity in reproducing opinion trajectories, with agent attributes being the most critical contributor. Overall, our results demonstrate that grounding Mistral-7B within empirically cloned interaction networks produces a realistic simulation framework capable of reproducing complex social dynamics.
REARL: A Closed-loop Autonomous Driving Simulation Enhancement Framework with Real Traffic Data and Large Language Models
Accurate simulation is crucial for autonomous driving development, yet capturing real-world traffic complexity remains challenging. Existing simulators that rely on predefined rules or static data playback struggle with dynamic traffic. CRITICAL uses real traffic data and a large language model (LLM) to adjust the initial simulation configuration, but the simulated distribution still diverges from real traffic as the rollout evolves. We propose REARL, a closed-loop simulation enhancement framework that integrates real traffic data with LLMs. Real traffic data are clustered, and each cluster center is used as a representative scenario that provides typical real-world traffic patterns for the LLM. A timed sliding-window detector then monitors discrepancies in vehicle speed distribution and mean spacing between pairs of vehicles. If a metric exceeds a threshold, the LLM adjusts vehicle decision-making; otherwise the existing controller is kept. The LLM also selects a matching real vehicle from a traffic snapshot and modulates the simulated vehicle with reference to that real action. In a controlled HighD highway setting, compared with the CRITICAL baseline and a PPO-based learning baseline, REARL reduces the Hellinger distance for speed distributions to 0.3067 and the MAPE for mean spacing to 0.8371, while achieving a time headway (THW) of 22.8575 and a lane change rate of 0.0708.
SIMLIFE: Pattern Understanding for Long-Horizon Human-Agent Partnership
Understanding humans over long horizons requires agents to infer not only what people need in the moment, but also how routines form, why they repeat, and when they change. We introduce SimLife, a scalable platform for simulating long-term household life with rich visual observations, ground-truth action logs, and synthetic dialogues with audio. Built on SimLife, SimLife-BP evaluates long-context pattern understanding: the ability to infer latent behavioral rules from weeks or months of everyday observations. The benchmark contains 106 episodes averaging 15.49 hours and 38.57 in-game days, and 1,439 question-answer pairs. Each task probes direct, counterfactual, noisy, and inverse reasoning under different levels of rule hints. Evaluating frontier models and architectures, we find that current models often achieve surface-level prediction without comprehensive rule understanding, rely on frequency-based heuristics rather than if-then reasoning over evidence, and struggle to adapt when behavioral patterns change. These findings suggest that long-context pattern understanding remains a major bottleneck for future embodied agents, while SimLife opens a broader space for studying memory, personalization, adaptation, and long-horizon planning in everyday human-AI interaction.
ABM-SIRTEM: A Hybrid Agent-Based and Epidemiological Model for Pandemic Response
The COVID-19 pandemic has had profound impacts on global health, social structures, and economies. It disproportionately affected lower socioeconomic groups and those reliant on interaction-based jobs. Regulatory bodies faced the challenge of designing policies that preserve public health while limiting disruption to economic stability and productivity. Epidemiological models such as SIR and agent-based models (ABMs) have been used to study disease dynamics and the socioeconomic impacts of disease and interventions. Population-level models often simplify individual heterogeneity, while detailed ABMs can become computationally expensive as the numbers of agents and interactions increase. We propose ABM-SIRTEM, a hybrid model that incorporates occupation categories, economic productivity, and welfare at the individual level while dynamically modeling compliance with government interventions. We calibrate the model against historical positive and negative test counts from four U.S. states and examine the resulting compliance dynamics. This framework provides a basis for studying the interaction between disease spread and socioeconomic behavior in pandemic-response planning.
Interpreting and Steering LLM Agents for Social Simulations
Simulations based on large language models (LLMs) have proven to be powerful for understanding human behavior, making them valuable additions to the social scientific toolkit. However, LLMs are ultimately black boxes based on deep neural networks which limits their value for social science. This is because of a lack of (i) interpretability: i.e. the ability to assign clear mechanisms driving observed behavior; and a lack of (ii) steerability: i.e. the ability to mute or amplify specific theoretically meaningful mechanisms of action to drive specific model behavior. Here, we demonstrate how the black box could be opened up to further enrich LLM-based simulations. Specifically, we compare three types of methods: (1) prompt-based manipulation, (2) SAE-derived feature steering, and (3) probe-based direction steering and examine their utility for LLM-based social scientific simulations. We do so by interpreting and steering two foundational components of human behaviors, namely preferences (risk attitudes, altruism) and capabilities (divergent creativity, product innovation), operationalized using four classic economic and creative tasks implemented as natural-language interactions. Overall, our results show that SAE- and probe-based techniques often outperform basic prompt-based methods for steering LLM agents, although this advantage depends on the specific prompting strategy involved. Together, SAEs and probes constitute an effective pipeline for social scientists seeking to interpret and steer agents in social simulations: SAEs decompose agents' internal representations into human-readable features, after which probes can reliably shift agents' behaviors in specified directions. We discuss implications of these methods for future work using LLM agents for social scientific simulations.
Are LLMs Good Financial User Simulators? A Preliminary Study
Large language models (LLMs) are increasingly used as user simulators, but their ability to reproduce evolving individual financial decisions remains unclear. We present a preliminary study in a controlled paper-trading environment with 120 volunteers. Participants used non-redeemable virtual funds under real-time market conditions; no real brokerage accounts, real-money positions, or real transaction records were accessed. Given only information available before a prediction cutoff, a simulator predicts the participant's next-trading-day action, traded security, and transaction quantity. We evaluate temporally aligned rolling predictions and compare settings with and without point-in-time market information. Market context improves action and ticker prediction in the controlled ablation, while transaction sizing remains difficult. We also observe systematic behavioral compression: models overproduce hold actions, underpredict sell decisions, and simplify multi-security transactions. These results provide an initial empirical characterization and motivate larger-scale evaluation of individual, temporal, and portfolio-level behavioral fidelity.
Simulating Disengaged Students to Evaluate LLM-based Tutors
Simulated students generated by computational models provide a practical way to evaluate tutoring strategies and pedagogical approaches used by human and AI tutors. However, such simulations should account for disengaged behaviors, including gaming the system, wheel-spinning, and off-task behavior, because tutors may need different responses for different learner states. We present Disengagement-Aware Student Simulators (DAS2), a reproducible pre-deployment protocol that models five learner-engagement states: engaged, gaming, wheel-spinning, off-task, and mixed, and evaluates AI tutor performance across these states. Using ASSISTments09, two coders independently labeled 100 sampled tutoring sessions based on anonymized interaction-log summaries. They achieved 84% agreement (Cohen's kappa = 0.78), and among agreed cases, human consensus labels matched DAS2 rule-based labels in 81% of cases (kappa = 0.75). Conditioning simulations on intended learner states reduced the correctness-rate gap between simulated and authentic sessions from 0.54 to 0.20 for gaming and from 0.51 to 0.18 for wheel-spinning. Fine-tuned Qwen2.5-7B better matched authentic response-time distributions, while prompt-only GPT-4o generated more distinguishable learner states. Evaluation of five AI tutors from the Claude, Llama, Gemini, Qwen, and GPT families showed that relative rankings remained stable across learner states and interaction lengths, while absolute performance varied, revealing state-specific differences in tutor support. Human validation further showed that automated tutor evaluation does not fully align with human judgment. DAS2 provides a pre-deployment framework for evaluating how AI tutors respond to diverse learner-engagement states before deployment.
Diverse Minds, Divided Networks? Personality Composition, Polarization, and Collective Intelligence in LLM-Based Social Simulations
Simulated societies of large language model agents are used to study online polarization, and separately to study collective intelligence, but the two are rarely measured in the same system. It is therefore difficult to say whether a society's personality composition shapes both, or whether reducing polarization costs collective competence. We present TraitMix, an experimental design in which the Big Five composition of a simulated social network, both trait levels and trait heterogeneity, is a controlled experimental variable, and in which polarization and collective performance are measured in the same runs. Across 991 simulations of hundred-agent societies, spanning six contested topics and six language models, trait heterogeneity has the largest measured effects, acting in opposite directions on two faces of polarization: varied societies hold more dispersed opinions while being less segregated into camps, so homogeneous societies are not moderate but consensual echo chambers. Trait effects are not additive, as Agreeableness determines the sign of Openness, an interaction that replicates across models although the primary model's estimate is influence-driven. Contrary to the trade-off the study was designed to measure, no polarization measure predicts poorer collective performance, and cross-cutting interaction is the only one of four whose association with collective accuracy survives partialling on the aggregation identity. We report ablations removing two potential measurement circularities, an induction gate applied to every model, and the measures that failed them.
But How Would AI Agents Run a Town's Economy?
We placed 100 memory-equipped large language model (LLM) agents in charge of a closed, money-conserving spatial economy on real Pokhara Lakeside geography (earning wages, running businesses, setting prices) and ran this multi-agent simulation for up to 26 simulated weeks, well past the 1-2 weeks typical of agent-society studies. Across 91 validated runs (2.44M agent decisions, 21.5B tokens), the money stops moving, in a specific and measurable way. A 12x tourist demand shock raises business revenue 4.62x (), which we decompose exactly into a 1.50x extensive margin (more businesses trading) and a 3.07x intensive margin (more revenue each). Monetary transmission stops there. Wages move 1.03x (); 0.3% of 3,981 menu items are ever repriced (). A randomized cash transfer (NPR 5,000 to 20 of 100 agents) shows the same pattern from the opposite direction: 96.7% is still held 311 pulses later, marginal propensity to consume 3-4% by two independent measures, indistinguishable from zero. The wealth distribution is consequently near-frozen at the horizon this literature uses ( over 2 simulated weeks), but not frozen. falls to 0.832 at 12 weeks and 0.752 at 26, a horizon-dependence no short study can see. Matched ablations show which knob actually matters. Swapping the backing LLM moves every outcome we measure (); deleting agents' memory moves none of them detectably. A purely social tool fails 94-97% of the time across two model families, compared with ~96% success on economic tools, with no measurable shift away from it. Every headline number is verified twice, by a live validator and by an offline recomputation that reconciles each agent's wealth against its own signed transaction history, and we release the full run corpus for reanalysis.
Adaptive Entangled Game Modules in Artificial General Intelligence
We introduce a probability-wave framework for modeling the collective behavior of interacting adaptive agents, deriving testable eigenmodes through a generalized behavioral intelligence (GBI) nonlocal probability-wave equation. This framework captures a broad range of human intelligence behaviors with analytical mechanisms and offers an indirect method to examine the Liu-Chen-Ao (LCA) hypothesis of nonlocal entangled nerve fibers in the brain through collective trader behaviors. Our empirical analysis of Chinese intraday stock market data demonstrates that adaptive entangled game modes explain 82-94% (89% overall) of observed decision patterns, a sharp contrast to the predictions of neoclassical finance based on independent rational agents. Moreover, 2-12% of behaviors show adaption to intraday news, events, and environments, characterized by dual equilibrium states and abrupt reference point shifts, while purely independent modes occur in less than 5% of cases. These findings empirically support the LCA hypothesis, as observable trading behaviors reflect underlying brain mechanisms and internal intelligence decision-making in behavioral psychology. Our results highlight the necessity of incorporating adaptive entangled game modules into artificial general intelligence (AGI) architectures, addressing the limitations of conventional artificial neural network (ANN)-based AI, which relies on trillions of opaque parameters. By integrating ANN-based AI with probability-wave-based entangled-brain simulations, machine learning can enrich AGI foundation models (FMs) and facilitate the development of human-like processing units (HPUs) that leverage brain-inspired mechanisms. Such HPUs may ultimately create more compact, efficient, and robust AGI systems, particularly for embodied intelligence and robotics.
Sparks of In Silico Cognitive Science: Theories from Simulated Data Can Generalize to Humans
Behavioral foundation models have been proposed as stand-ins for human participants across settings, but it is unclear whether theories discovered on them generalize to humans or merely characterize the simulator. We ran the Automated Cognitive Scientist (\textsc{AutoCog}), a closed-loop discovery system in which LLM agents design theory-discriminating experiments, collect responses, arbitrate between competing theories, and synthesize successors, entirely on behavior simulated by Centaur, a foundation model of human behavior. In a multi-attribute decision-making setting, the theories \textsc{AutoCog} found on Centaur generalized to human data: they outperformed canonical theories on ten held-out experiments and were rivaled only by theories found by running the same loop on people. We argue that this succeeds despite the simulator's inevitable imperfections because a discovery loop that arbitrates between competing theories demands less of its simulator than estimation does. The simulator only needs to capture the regularities that distinguish the theories, and not necessarily reproduce behavior precisely. Imperfect simulators can therefore widen the search over theories, with human data then testing whether the surfaced theories generalize.
When Can LLM Digital Twins Reduce Human Measurement? From Behavioral Fidelity to Statistical Substitutability
LLM-based digital twins promise to reduce repeated human data collection by generating person- specific responses, yet existing evaluations provide little evidence about whether they can reduce human measurement while preserving valid inference. To address this, we introduce statistical substitutability, an inferential criterion that evaluates the extent to which twin predictions can reduce human measurement for a particular estimand while preserving valid inference. We develop a framework, grounded in mixed-subject and prediction-powered inference, that evaluates statistical substitutability along four dimensions: aggregate fidelity, paired respondent-level signal, finite-sample human-label recovery, and stability across populations. Across two empirical evaluations spanning behavioral experiments, multiple models, and alternative respondent representations, we find that digital twins can reproduce average human effects while providing little information about which individuals differ from those averages. Newer models and richer respondent information improve some dimensions of performance but do not reliably translate into human-data savings. Human calibration can reduce aggregate prediction error, yet limited labeled samples often fail to produce stable precision gains. Importantly, these findings demonstrate that behavioral fidelity is neither necessary nor sufficient for statistical substitutability. More broadly, they suggest that AI-generated evidence should be evaluated based on its ability to support valid scientific inference rather than its ability to reproduce human outcomes alone. Digital twins should therefore be judged for confirmatory use by whether they reduce uncertainty about human quantities, not merely by whether they reproduce human means, distributions, or effects.
From Simulated Citizens to Simulated Deliberation: Challenges in Representation and Interaction
Multi-agent LLM deliberation has been explored as a scalable way to simulate public deliberation. For such simulations to be informative, persona agents should reflect population opinion patterns and interaction should shape their conclusions. We evaluate whether LLM-based deliberation can meet these two conditions using census-grounded Korean personas debating real policy questions benchmarked against national surveys. Persona agents do not reliably reproduce population opinion patterns: responses are often far more concentrated and frequently reverse demographic differences in the human data. Deliberations nonetheless produce reasoned, reciprocal, and varied arguments alongside substantial stance movement. Yet much of this movement does not require peer exchange: sealed-monologue agents change position at similar rates and reach nearly the same final balance as full debates, while groups initialized with very different positions often converge to similar endpoints. Anchoring population-informed starting positions, meanwhile, sharply suppresses updating. Thus, population representation, argument generation, and interaction-driven opinion change do not necessarily go together. The simulations readily surface arguments on both sides, though whether they capture the diversity of human perspectives remains untested, leaving open a promising role for argument surfacing even as population simulation requires further validation.
GPS-Bench: A Governance Policy Benchmark for Automating Policy Analysis
Policy analysis requires more than predicting whether a proposal will pass: it requires identifying who will be affected, how those actors respond, and what follows. LLM-based policy simulations model these processes at scale, but their validity is hard to establish when plausible behaviour is never compared with observed outcomes. We introduce GPS-Bench, an evidence-grounded benchmark for governance policy simulation that links policies to relevant actors, actor actions and downstream impacts using legislative records, lobbying disclosures, regulatory documents, corporate filings, economic data and other public evidence. Actors are reconstructed from the dated record rather than prompted as archetypes, so a persona is an evidence object with provenance; a human-annotated pool forms the Gold evaluation set, while cases labelled by a separate LLM from retrieved evidence are treated as Silver supervision and never as test labels. Because every inference mode reads the same grounded state and emits the same schema, GPS-Bench turns "does multi-agent simulation help?" into a controlled comparison: we contrast joint reasoning, independent and communicating actor agents, graph-based methods and weight-level fine-tuning over one policy state. Fine-tuning on the grounded record gives the strongest actor-level impact prediction, and decomposition does not beat it; what decomposition adds is mechanism. Agents hold private, non-identical evidence, each seeing its own exposure clause, and address named partners with concrete joint proposals, what they offer, what they need in return, and why acting together beats acting alone, so the coalitions that form can be checked against the commitments the record holds. GPS-Bench therefore gives a common empirical setting for studying when evidence, actor modelling and multi-agent interaction improve the prediction and interpretation of policy outcomes.
Measuring the Behavioral Fidelity of Long-Horizon Human Activity Simulations
As LLM-based human simulators are increasingly used for policy, evaluation, and training, they must faithfully reproduce real behavioral patterns. While prior work has examined behavioral fidelity in survey responses and dialogue, longer-horizon real-world activity remains largely unexplored. We introduce a framework for evaluating behavioral fidelity in long-horizon activity simulations across temporal granularities and levels of analysis. As a case study, we collect a 43-hour multi-camera dataset of in-the-wild office activity and compare trace-derived conditioning mechanisms: persona descriptors, few-shot exemplars, and statistical transition and time-of-day priors. We find that behavioral fidelity is not uniform across metrics: statistical priors bring activity and sequence distributions closest to real behavior, yet over-fragment routines and suppress within-person variability. These findings motivate a more holistic evaluation that spans multiple metrics, temporal granularities, and levels of analysis.
Classic AI Scaffolding for LLM Social Agents
Large language models can produce locally plausible social turns, but fluent next-turn generation is not enough for social simulation. Human encounters such as restaurant lunches and hotel check-ins are bounded social episodes with roles, scripts, material state, obligations, commitments, timing, and closure conditions. We present EpisodeSim, a hybrid LLM-agent architecture that represents classic-AI structures as natural-language control state interpreted by LLM calls. A World Master maintains shared reality, constructs scenes, adjudicates proposed actions, tracks effects and obligations, and controls closure. Experiments with small qualitative ablations on two held-out settings support a design claim: LLM fluency supplies local texture, but coherent social simulation benefits from persistent classic-AI-style scaffolding that organizes behavior over time.
Data-Driven Persona-Conditioned Agents for A/B Test Simulation
A/B testing is the gold standard for evaluating product changes, but each experiment requires real user traffic, engineering effort, and weeks of measurement. We propose a simulation framework that predicts A/B test outcomes using LLM-powered agents conditioned on data-driven personas grounded in real user behavioral signals. Unlike prior work that relies on synthetic or rule-based personas, our agents are constructed from anonymized behavioral data-activity patterns, engagement signals, and inferred demographics-enabling more faithful population modeling. We frame A/B test simulation as a structured question task and systematically study (i) question design formats, (ii) the impact of persona data source and domain alignment, (iii) the trade-off between per-persona behavioral depth and population diversity, and (iv) efficient population subsampling. On a benchmark of 40 A/B tests spanning two metric types, our best configuration achieves 0.75-0.90 directional accuracy depending on the test metric, demonstrating that data-driven personas are a viable path toward fast, low-cost experiment pre-screening.
Disclosure-Gated User Simulation for Companion-Agent Evaluation
Using a large language model to play the user is now standard in scalable evaluation. It has a repeatedly diagnosed failure: the simulated user is excessively cooperative, so a system under test can score by the sheer number of questions it asks rather than by making the user willing to speak. We answer with a disclosure gate conditioning information release on the companion agent's behaviour: its state is a ladder of five ordered gates, merged onto three observable depth layers. We specify, ablate, and audit it, and train a user simulator against that specification. Gating behaviour is learned from the training corpus's synthetic branch, while the real branch supplies how people speak and react; after training, the simulator need not be told at runtime which gate each item sits behind. The gate is a load-bearing component of the environment: on the English corpus of a published companion-agent benchmark (CompanionBench), once training no longer states per example which gate each item sits behind, the largest rank displacement across 12 systems under test exceeds the noise band set by re-running that environment under a new seed, while per-system scores show no detectable change. We state two acceptance criteria: a ranking must be order-preserving, and absolute scores must be scale-stable. Of the candidates we examine, only one passes both -- the simulator we release -- and its leaderboard correlates at 0.993 with the benchmark's original simulator. By contrast, prompting a frontier model as the simulator barely moves the ranking while shifting every score upward -- a shift invisible to anyone checking the ranking alone. The environment we specify is the one that benchmark already used. That publication describes the mechanism in about four hundred words, and we supply what it lacked: specification, ablations, human studies, negative controls, and downstream sensitivity analysis.
"Act Like a 5th Grader" is Not Enough: Bounding Knowledge in LLM-Based User Simulators
Large language models (LLMs) are increasingly used to simulate human behavior but frequently fail to exhibit realistic cognitive constraints, suffering from a "superhuman bias." Using a dataset of over 71,000 reading comprehension responses from 2,359 primary-school students (grades 4--6), we demonstrate that standard persona prompting yields near-perfect, deterministic performance, failing to capture the natural variance of developing readers. To address this, we introduce the Cognitively Bounded User Simulator (CBUS), an architectural framework that explicitly models the restricted working memory of young readers through an episodic bottleneck. Within this framework, we formalize two distinct test-taking strategies to emulate different reading behaviors. Our evaluation shows that explicitly modeling cognitive bounds significantly narrows the simulation gap across multiple LLM backbones, demonstrating that enforcing architectural constraints is more effective for high-fidelity simulation than simply scaling raw model capabilities.
LiveSim: Simulating Environment-Shaped Users in Multi-Agent Live-Stream Ecosystems
User behavior simulation with large language models~(LLMs) is increasingly used to support multi-agent ecosystem simulation. Existing simulators typically rely on static user profiles inferred from historical observations, which become inadequate in socially intensive environments such as live streaming where interaction dynamics continuously reshape user behavior. We propose \textbf{LiveSim}, an LLM-based framework for live-stream ecosystem simulation. It represents users as editable behavioral hypotheses and progressively refines them through trajectory-grounded interactions, where discrepancies between simulated and observed trajectories reveal missing environmental shaping effects. These signals are further extracted as transferable environment-behavior patterns and accumulated in a collective behavioral memory to improve user-level behavioral fidelity and support ecosystem-level simulation. Experiments on real-world live-stream risk-control data validate the effectiveness of LiveSim in improving user-level behavioral fidelity and enabling ecosystem-level analysis of risk evolution and platform intervention effects.
Mitigating Identity Essentialism in LLM Agents with Longitudinal Life Trajectories
Large language models (LLMs) offer a scalable approach to social simulation, but their credibility depends on how agents are constructed. Existing methods can partially reproduce population-level patterns, yet often fail to capture human-like diversity. Our analysis shows that static-profile agents exhibit stronger demographic separation and within-group compression than humans, a pattern consistent with identity essentialism: demographic labels can encourage models to treat group-average tendencies as individual traits, homogenizing responses within groups. We argue that this limitation arises from two related factors: sparse, static agent representations and the limited ability of prompt-only memory to persistently integrate experience. Inspired by complementary memory systems, we propose LifeMem, a longitudinal memory framework that combines structured life-event retrieval with agent-specific parametric memory for experience integration. Experiments on Understanding Society with three LLMs show that LifeMem improves alignment with human data in terms of response distributions, overall and within-group diversity, and patterns of within-person response change across life stages. These findings highlight the value of longitudinal life-event memory for constructing more faithful and dynamically evolving social agents.