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
We introduce a general, easy-to-implement AI-based modeling technique for analyzing human behavior. A key feature of this approach, which contrasts with existing modeling techniques, is that it combines the flexibility and interpretability of natural language with a mathematical structure that can be fitted to data and easily analyzed. We assign a large language model a vector of trait intensities-a type vector-and then ask it to choose actions across settings in which we observe human choices. For instance, the type vector (2,4) could correspond to "You are a player characterized by the following profile: Altruism: 2 out of 5, Risk Aversion: 4 out of 5," after which it is asked to make choices. We can then vary the traits (e.g., Altruism, Fairness, Trust,...) and values (e.g., 1-5) to minimize distance to human choices. We illustrate the method by applying it to model 119,147 decisions made by 78,657 subjects from more than 35 countries across 10 classic economic game roles. We find that human behavior can be closely matched using three dimensions: Risk Aversion, Strategic Sophistication, and Trust. The type vectors needed to fit individuals across games cluster into fewer than a dozen groups, with substantial variation in fit across subjects. Moreover, the individual type vectors can predict behavior in held-out games with different rules and available actions. More broadly, this new modeling method is highly generalizable and interpretable: we can input any vector of traits and use them to model behavior across any setting
One Frozen Simulator Is Not Enough: Simulator Collapse in Multi-Agent RL
Multi-agent reinforcement learning for human-AI interaction typically relies on a single large language model to simulate user behavior. We show that this approach systematically fails to generalize, and trace the failure to simulator collapse: because the simulator LLM is mode-collapsed, an LLM policy trained against it overfits to narrow strategies that exploit the simulator's dominant mode, and such a policy transfers poorly to unseen simulators and real users. We formalize this collapse theoretically and propose two complementary solutions, one at inference time and one at training time. The inference-time solution, Verbalized Sampling, broadens the simulator's behavior by sampling from a verbalized response distribution, reducing mode collapse. The training-time solution, Co-Training, jointly optimizes the policy against a population of trainable simulators, preventing it from overfitting to any single simulator's mode. We validate both solutions on three multi-turn benchmarks: Persuasion for Good, -bench, and CooperBench. Verbalized Sampling improves held-out success by up to 9% over single-simulator RL, and Co-Training pushes gains further to 14%; the human study shows similar gain on real users. Both solutions preserve the policy diversity that collapses under single-simulator RL. To support further work in this direction, we release SCOPE, an open-source framework for Population Co-Training multi-agent RL. More broadly, our results suggest that the diversity of the training environment, not only the policy, is critical to the generalization of multi-turn RL to real-world deployment.
SocialFiVis: A Visual Analytics Sandbox for LLM-Grounded Multi-Agent Simulation in Social Finance
The emergence of social finance (SocialFi) transforms online communities into complex socio-economic systems. Within these spaces, collective decisions shape a "digital commons" characterized by social capital (e.g., community trust) and financial health (e.g., market liquidity). Governing such hybrid ecosystems is challenging because real-world interventions are costly and irreversible. While counterfactual simulation is essential for exploring alternative governance strategies, existing approaches fail to capture the non-linear interplay between governance rules, individual behaviors, and emergent economic outcomes. To systematically unpack this complexity, we operationalize the Institutional Analysis and Development (IAD) framework as our theoretical foundation, synthesizing prior literature with insights from formative expert interviews. Built on this framework, we present SocialFiVis, an IAD-embedded visual analytics sandbox. It introduces a robust model to quantify the dual-track digital commons, coupled with a two-phase simulation engine. This engine combines LLM-derived personas with a mechanism-guided Perception-Reasoning-Action (PRA) runtime to simulate heterogeneous, context-aware agents empirically grounded in the retained messaging cohort. A hierarchical multi-view interface with interpretable reasoning pathways enables community operators to explore counterfactual policies and trace system-level outcomes back to individual behavioral rationales. We evaluate SocialFiVis through two case studies, a user study, and follow-up interviews. Results demonstrate that SocialFiVis supports fine-grained behavioral attribution and helps explain emergent phenomena such as the structural decoupling of social capital and the resilience of messaging members under localized governance shocks.
Mind the Gaps: Mixture-of-Minds for Human Simulation
Predicting how a population will answer a new question is a long-standing goal. Statistical methods succeed at the level of the mass but falter at the level of the individual. Large language model simulators inherit this gap. They recover a population's central tendencies while flattening its heterogeneity, and they carry social biases and prompt brittleness that distort individual predictions. This paper introduces Anacreon, an audience simulation model that targets the individual level within a narrow, well-specified domain. Anacreon learns an authorship embedding that separates individuals, clusters a real qualitative corpus around seed people, and trains a dedicated adapter for each cluster, a mixture of minds, on a Gemma~4 12B base. It harvests demographics, psychological traits, and survey responses from public text, and augments each record with a chain-of-emotion. It reduces prompt brittleness by shuffling response options and reduces positive bias by balancing the training distribution. On a large, externally sourced survey, Anacreon reaches a state-of-the-art ordinal alignment of 0.775, the individual-level accuracy measure on which the field has converged, with a small residual bias. The work is a step toward drawing aggregate insight from faithfully simulated individuals.
ODRA: Synthesizing Cognitive Behavioral Therapy Sessions with Structured Chain-Of-Thought and Dynamic Patient Resistance
Synthetic generation of Cognitive Behavioral Therapy (CBT) sessions is challenged by two competing demands: adhering to strict therapeutic structure while modeling the resistant, unpredictable behavior of real patients. Existing script-based methods fail to capture dynamic therapeutic interactions, while multi-agent approaches struggle to adhere to CBT's sequential structure; both suffer from sycophancy, producing overly compliant patients that misrepresent real clinical settings. In this work we introduce ODRA, a novel framework for synthesizing therapy dialogues through a Chain-of-Thought (CoT) strategy grounded in foundational CBT guidelines (Beck, 2020). ODRA further incorporates a resistance orchestrator to solve patient sycophancy, which employs steering techniques to elicit behaviors aligned with their resistance level. Automated and expert evaluations show that ODRA significantly outperforms existing methods across therapeutic skills, CBT alignment, and patient behavioral fidelity, with licensed psychologists preferring ODRA sessions across 12 of 13 clinical metrics. Furthermore, models fine-tuned on our dataset demonstrate superior therapeutic performance against both cooperative and resistant patients, validating that explicit resistance modeling in synthetic training data directly translates to downstream clinical robustness.
MatrAIx: Simulating the World with 8.3 Billion Persona Agents
Human evaluation of AI systems and digital products is costly, slow, and difficult to scale. Offline evaluations are more scalable but often abstract away human diversity and interactive behavior. We therefore introduce MatrAIx, a population-scale simulated-user evaluation infrastructure for testing AI systems and digital products with heterogeneous users. MatrAIx has three core components: First, Persona 8B contains 8.3 billion persona records represented by 1,290 categorical dimensions. Records are either sampled from a dependency graph that preserves correlated attributes or derived from human-authored profiles. We release a quality-filtered coreset of approximately 1 million personas, comprising 599,847 human-grounded and 400,000 synthetic records. Second, the MatrAIx Playground provides four environments in which diverse users evaluate and interact with digital products: Survey, AI Chatbot, Web, and App. Third, MatrAIx provides 1,010 application tasks spanning more than 25 domains, including Commerce, Software, Finance, and Healthcare. We conducted 18,189 evaluation trials across eight representative tasks. Persona agents were powered by three LLMs: Claude Opus 4.8, GPT 5.5, and Claude Haiku 4.5. The resulting feedback captures how decisions and preferences vary across persona backgrounds, including hesitation after a price increase, willingness to continue after an AI assistant fails, and latency tolerance. We conducted two main validation studies: First, a 400-trial controlled study evaluated persona adherence across ten behavioral attributes and all four environments. The declared behavior was expressed or correctly suppressed in 366 trials (91.5%). Second, human and LLM judges evaluated the extraction quality of human-grounded personas. Overall, MatrAIx provides an end-to-end infrastructure for evaluating AI systems and digital products with diverse simulated human users.
Everyone Conforms, No One Believes: Pluralistic Ignorance in LLM Agent Populations
LLM-based multi-agent systems are increasingly used to simulate social dynamics, from opinion formation to collective decision-making. These simulations can reproduce certain social phenomena, but it is unknown whether they capture pluralistic ignorance, a state where a majority privately rejects a norm yet publicly conforms, each believing they are alone in dissenting. This phenomenon drives norm persistence, social movements, and political revolutions. We show that pluralistic ignorance emerges robustly in LLM agent populations. We construct a benchmark of 100 scenarios across 10 domains and 5 authority levels, grounded in the human pluralistic ignorance literature, and evaluate 8 models from 6 organizations. Agents publicly conform at rates of 64 to 94% despite privately opposing the norm. Conformity is domain-sensitive (workplace and social relationship scenarios produce near-universal compliance) and highly model-dependent, though uncorrelated with capability. We test whether a single "norm entrepreneur" can break the false consensus by publicly dissenting. For 7 of 8 models, cascades succeed less than 26% of the time, with one model showing zero cascades across all scenarios. GPT-4o is a notable outlier at 48%, revealing qualitatively distinct dynamics across model families. A prompt component ablation across all 8 models establishes that conformity is emergent rather than instruction-driven: removing both the false-consensus framing and fit-in goal reduces conformity but does not eliminate it (52 to 92% in the minimal condition). Our findings identify model selection as an unacknowledged degree of freedom that fundamentally shapes simulation outcomes. More broadly, the near-absence of cascades suggests LLM simulations may systematically overestimate the stability of social norms, missing the fragile tipping-point dynamics that drive real-world norm change in human societies.
Modeling Social Dynamics with an LLM-Enabled Agent Based Network-Dynamic (LAND) Model
Social dynamics encode the process in which individual network and discourse interactions aggregate into collective influence, narrative dominance and coordinate behavior. This paper uses the the GhostField architecture, a hybrid LLM-Enabled Agent Based Network-Dynamic (LAND) model as a social simulation framework to build the AuraSight scenario. In the AuraSight scenario, 314,244 heterogeneous cyber social agents and human actors exchange 529,327 messages over 30 days surrounding a fictional international song-writing contest. We methodologically examine emergent social dynamics across four analytical layers: ego-network topology, semantic network evolution, coordination dynamics and influence dynamics. Our results show how generated social simulations do also produce social dynamics, and how the dynamics of coordination and influence emerge not from individual agents but from the recursive interaction between network topology and narrative exchange.
LLMs struggle to simulate human belief updates in controlled environments
LLMs are increasingly deployed as proxies for human study participants in social science experiments, yet the fidelity of this practice has rarely been tested directly. We test whether six LLMs can simulate individual human belief updates, comparing LLM outputs 1-to-1 against ground truth data from 391 UK participants on Prolific, who updated their stances on three discussion topics after reading Reddit comments. Each participant was simulated by an LLM conditioned on a persona derived from their demographic and personality trait data. We find that some LLMs (Qwen3-32B and GPT-5-Mini) can match the human post-stance distribution, but only when given participants' actual initial stances. All six models fail to simulate initial stances themselves and to produce faithful belief updates from self-generated stances. Three systematic biases emerge across all models: overrepresentation of neutral positions, more frequent but smaller belief shifts than humans, and a failure to rank comments by convincingness. Demographic and personality trait personas had no consistent effect on fidelity. LLM simulations of human belief dynamics are only reliable when grounded in realistic starting conditions, that current multi-round social media simulations rarely provide.
MyMentorLLM: A psychotherapy GenAI environment with multimodal voice/text patients, trainees and experts for deliberate practice
Psychotherapists need repeated training and supervision; however, scalability is problematic. We present MyMentorLLM, a multimodal voice- and text-based deliberate-practice environment with 2,100 complete Cognitive Behavioural Therapy (CBT) sessions. Each session links a DSM-5-TR-grounded LLM patient (with major depressive, generalised anxiety or borderline personality disorder), an LLM therapist-in-training and an LLM expert supervisor (powered by Gemma-4, Gemini-3.1-Flash-Live and Qwen-3.6). Sessions were analysed for emotional dynamics, therapeutic competence and diagnostic accuracy against human psychotherapy data. Simulated patients expressed disorder-congruent emotional profiles, which therapists mirrored as in human counselling. LLM trainee competence was rated above human levels in most conditions, while native speech-to-speech was closest to human scores. Supervisor feedback improved diagnostic accuracy in 5 of 7 LLM conditions, whereas symptom identification accuracy increased with model size. This work shows deliberate practice can be simulated for CBT training, although patient fidelity, supervisor calibration and harmful feedback require evaluation via a complex systems perspective.
CoRenew: A large language model agent-based policy simulation platform for multifamily residential redevelopment
The difficulty of collective action remains a central challenge in the design of policies for multifamily residential redevelopment. Stakeholders continually adjust their decisions in response to evolving negotiation contexts and the reactions of others, meaning that when a policy intervenes and which stakeholders it targets can substantially reshape collective outcomes. Assessing these adaptive responses ex ante remains difficult because existing simulation models often rely on predefined behavioral rules. Here, we present CoRenew, an open-source platform that uses LLM-based agents to simulate negotiations among multiple stakeholders and evaluate the effects of alternative policy combinations. Integrating open source geographic and demographic data, the platform can generate synthetic residents, simulate negotiation dynamics under alternative policy settings and compares policy performance across competing objectives. It supports both numerical and semantic policy inputs and includes built-in tools for visualization and result export. We validate its behavioral realism against survey responses from 324 residents and a nine-month observed negotiation process from a real redevelopment case. With its modular and adaptable architecture, CoRenew can be used to assess policies across different institutional and cultural contexts.
How Affect Propagates among LLM Agents: Emergent Emotional Contagion in Crowd Simulation
This paper studies the behavior of language models in a multi-agent crowd simulation, focusing on how affect propagates among agents that perceive and appraise one another. Each agent perceives its neighbors through visual, auditory, and tactile channels, then appraises these perceptions in light of its prompted personality profile, memory, current affective state, and situational context. Appraisal is carried out by an LLM, which updates the agent's internal affective state and selects its outward expression. The architecture contains no hand-authored mechanism for directly transferring affective state between agents; instead, inter-agent influence arises through the perception-appraisal-expression loop. The agent representation draws on the Big Five personality model and Russell's circumplex model of affect. To limit latency, low-level steering and navigation are handled by a conventional crowd simulator operating independently of the LLM-based cognitive layer. We evaluate the architecture across five scenario environments spanning alarming, joyful, and neutral situations in different spatial layouts. The results show that the system produces emotional contagion dynamics with spatial, temporal, and personality-dependent structure in sparse, small crowds. Alarm spreads from seeded agents as a traveling front, the mean alarmed fraction settles at a nonzero plateau, and the distribution of prompted personality profiles determines whether an ambiguous alarm ignites panic and whether a provocation is interpreted as anger or fear. We further evaluate the appraisal step through controlled experiments across prompt variants, sampling temperatures, and four model backends, showing that the dynamics are backend-dependent.
Identity from the Outside: A Conceptual Framework and Research Program for AI Personality Clones
AI "personality clones" force a re-examination of personal identity in operational terms. Setting aside the hard problem of consciousness, we approach identity through the indiscernibility of manifestations, as assessed by an observer over a duration. We distinguish three criteria that "identity" conflates: fidelity to a target person, generic human-likeness, and individuality. We propose a six-term factorization of observed identity (substrate, dispositions, memory, update dynamics, context, exogenous contingencies), with a state-space formulation. Indiscernibility is defined as one minus a judge's distinguishing advantage, and the factorization's coefficients become local sensitivities estimable by randomized ablation. The central claim is a conditional conjecture: given hypotheses about the agent's information on its own persistence and about consequences bearing on its own stakes, versionability tends to degrade long-horizon indiscernibility. An analogy with lambda-calculus, linear typing, and bisimulation clarifies what linearity does and does not establish. Between product-clone and individual we identify a third object, the delegate: a task-limited, bounded-lifespan partial clone ending in a bandwidth-limited testament. We map the empirical literature onto the three criteria, propose an experimental program, and argue that the correct long-horizon criterion is not trajectory fidelity but climate fidelity: matching the conditional distribution of a person's possible responses. The best clone is the one that diverges from the original as the original would have diverged from itself.
Reason-Mediated Behavioral Models for Auditing LLM Social Simulators
Large language models are increasingly used as social simulators, including as synthetic survey respondents. Most evaluations ask whether simulated outcomes resemble human outcomes. We argue that this is necessary but too weak: a simulator can match the final answer while using the wrong rationale-derived reason pattern. We study this problem through a 94-person sunscreen concept test in which each respondent evaluated three product concepts and wrote open-ended rationales. We map those rationales into signed reason states , where positive signs support adoption and negative signs block it. This gives a practical audit: holding respondent descriptors , category context , and concept treatment fixed, do human rationale-derived reasons help predict behavior , and can an LLM simulate the same reason state without seeing the human rationale or outcome? Human rationale-derived reasons substantially improve held-out prediction of purchase intent. LLM-simulated reasons are more brittle: they often sound plausible, but frequently echo the concept board rather than recover the respondent's acceptance or rejection path. The paper contributes an evaluation framework for social simulators. Reason states do not identify natural causal effects by themselves, but they provide an interpretable test of whether a simulator's stated reasons align with human evidence.
Simulating Tenant Responses to Energy Policy Interventions with Transaction-Cost-Aware LLM Agent
Recent studies use Large language models (LLMs) to simulate human opinions and decisions by prompting models with demographic, attitudinal, or persona-based descriptions. Yet such simulations rarely model the practical, cognitive, or social frictions that shape how people respond to policy interventions. Perceived transaction cost (PTC) provides a useful lens for modeling the practical frictions that shape policy responses, such as information burden, administrative effort, coordination demands, and perceived uncertainty. We use this lens to develop a friction-aware persona modeling approach for LLM-based simulation. In the context of energy-efficient renovation (EER), tenants are represented not only by who they are demographically, but by how they perceive the costs, benefits, barriers, and uncertainties associated with proposed renovation plans. Using survey data collected from 1,068 citizens in the Netherlands, comprising approximately 40,548 survey question and answer pairs, we compare prompt-only and fine-tuned settings across GPT-3.5-turbo, Ministral-8B-Instruct, and Llama-3.1-8B-Instruct, and evaluate supervised fine-tuning (SFT) and Group Relative Policy Optimization (GRPO) for local open-weight models. Results show that incorporating PTC-based personas and reasoning consistently improves model performance across both prompt-only and fine-tuned settings, suggesting that PTC-based persona design provides a useful bridge between institutional policy theory and interpretable LLM-based policy simulation. Code is available at https://github.com/xiaweijie1996/socialagent.
Evaluating the Effectiveness of Persona Simulation in Opinion Prediction with GPT-4.1
Persona simulation involves utilizing large language models (LLMs) to anticipate human choices or interactions based on specific characteristic information. To further understand current limitations and future directions, we tested persona simulation in opinion prediction with GPT-4.1 (knowledge cutoff by June 2024). Using personas from nine U.S. states provided by Columbia University's Personas dataset, GPT-4.1 accurately predicted 2024 election outcomes in eight out of the nine states, only failing in one of the swing states. We then focused on opinions related to medicine and healthcare. With the American Trends Panel Wave 123 dataset from Pew Research Center, GPT-4.1 was able to anticipate beliefs about childhood vaccines with an accuracy of up to 0.94. Furthermore, we applied GPT-4.1 to generate conversations among personas and observed that the simulated dialogues and opinions adhered well to personas' personalities and backgrounds, albeit lacking natural human-like flow. Persona simulation proves to be a promising application of artificial intelligence as long as biases are addressed. In the near future, it will be beneficial to apply it to opinion analysis and reaction prediction in diverse fields ranging from public health to lawmaking to economics.
Empirical Grounding Improves the Realism of LLM Agents Simulating Human Behavior During Disruptions
Large language model (LLM) agents offer a generative approach to simulating human behavior under conditions that may have few or no direct historical analogues, a common challenge in disaster and infrastructure-disruption planning. However, this generative capacity creates a validity problem: individually plausible agent reasoning may fail to reproduce empirical population behavior. We evaluate whether empirical grounding improves the statistical realism of LLM-agent simulations during disruptions. Specifically, we develop an empirically grounded LLM-agent framework that embeds demographic profiles from the American Community Survey, baseline routines from the American Time Use Survey, and urban spatial context into agent initialization, memory, decision prompts, and activity execution. An independent household survey conducted during the July 2024 Philadelphia heatwave is reserved as an external validation benchmark. Compared with an ungrounded LLM-agent baseline, the grounded model improved reconstruction of normal daily routines, increasing mean correlation with empirical activity profiles from 0.528 to 0.912 and reducing mean squared error from 0.066 to 0.008. Under heatwave conditions, the grounded model better reproduced survey-derived activity profiles, increasing mean correlation from 0.349 to 0.836 and reducing mean squared error from 0.098 to 0.012. The grounded model captured 46.4% of observed heatwave response amplitude, compared with 20.6% for the ungrounded baseline. These findings show that empirical grounding can make LLM agents more statistically credible simulators of population behavior while revealing remaining gaps in modeling human adaptation during disruptions.
Pedestrian Archetypes Extension -- More Pedestrian Models for Autonomous Vehicle Safety Testing
In our prior work, Pedestrian Archetypes, we defined pedestrian archetypes as collections of behaviors that uniquely identify a specific type of pedestrian. The first paper proposed 12 pedestrian archetypes, including the Wanderer, Drunk, Distracted, Flash, Indecisive, Blind, Flock, Jaywalker, Elderly, Kid, Eventful, and Parked Pedestrian. These archetypes were introduced to move beyond single behavior labels and provide a more natural way to describe how dangerous pedestrians actually behave progressively in real-world traffic scenarios. However, upon further annotation of YouTube dash-cam videos, we identified 7 additional pedestrian archetypes with observable and significant behavioral differences from the previously proposed ones. These new archetypes capture pedestrian behavior patterns that could not be fully explained by the original taxonomy. In this pre-print, we introduce each new archetype, define its essential and optional behaviors, explain how it differs from previously proposed archetypes, and provide video-frame evidence showing the archetype in action.
Distribution-First Population Simulation: Collapse, Calibration, and Recall in Non-WEIRD LLM Persona Modeling
Synthetic-population tools increasingly run every individual as an independent large language model (LLM) agent. Using real survey microdata, we show that this paradigm has a basic failure mode, and we set a distribution-first corrective against it, all measured with a deterministic, construct-validated verifier on non-WEIRD (Turkey-first) data. First, N independent LLM agents grounded on 2,414 real World Values Survey respondents fail to reproduce the population's response distribution: they pile onto a modal default (four scenarios x five seeds: concentration 0.36->0.69, entropy 1.46->0.77, 85% collapse, TVD=0.44), and the collapse is a predictable function of scenario structure (r=0.55 with a single-answer structure). Second, Verbalized Sampling (VS) fixes the field's chronic under-dispersion without training in three model families (fidelity +7 to +10; significant on Qwen, p=0.002, d=6.2), yet the same move universally overshoots into over-dispersion (SD-ratio 0.4-0.56 -> 1.26-1.37), a structural property of VS. Third, survey fidelity transfers only weakly to agentic behavior: in a single-model, single-domain booking task, a persona is dominated by a cheapest-default (~80%) that income modulates but does not override (comfort choice 0%->7%->32% across income bands). Fourth, a placebo-controlled memorization attack and an election backtest show VS keeps aggregate strength while subgroup and individual claims are contaminated by recall and underdetermination. We close with the corrective: model the distribution once (VS) and assign it to grounded characters at O(1) cost, with a budget-aware router whose honest AUC is 0.805, not the tautological 1.0 of a code-derived oracle. The central contribution needs no realism claim: it measures the internal inconsistency of the independent-agent route and the conditions under which the distribution-first route calibrates.
Step-Level Preference Learning for Generative Agents in Social Simulations
Large language model (LLM)-based generative agents simulate human behavior through long-horizon decision-making processes that comprise intermediate steps such as planning, memory retrieval, reflection, and action selection. However, fine-grained human annotations of these intermediate steps remain scarce, and existing agents are not grounded in human preferences over such intermediate decisions. To address this gap, we introduce \method, an interactive simulation interface that enables us to collect step-level human preference supervision over agent decision trajectories, leading to a dataset of 57K fine-grained annotations. We conduct step-level preference learning on open-weight language models using supervised finetuning and direct preference optimization on this data, consistently improving simulation fidelity, coordination, and interaction quality, and inducing more socially effective agent behavior. Our results show that step-level human supervision is an effective training signal for improving both local decision quality and long-horizon agent behavior.
Social Simulations: from Agent-Based Modeling to Digital Twins
This book chapter covers the evolution of social simulation from classical agent-based models, in which agents interact according to explicitly defined behavioral rules, to AI-enhanced simulations based on Large Language Models and, ultimately, Social Digital Twins: high-fidelity, data-driven representations of real-world socio-technical systems. Along this trajectory, we discuss the main methodological foundations, applications, advantages, and limitations of each paradigm, highlighting the progressive shift from abstract models designed to investigate general social mechanisms toward increasingly realistic computational representations of specific social systems.
CityBehavEx: A Scalable and Empirically Validated LLM-Assisted Urban Simulation Platform
Recent LLM-based multi-agent urban simulators can generate semantically rich city routines, but they remain costly to scale and are often weakly validated against empirical mobility patterns. We present CityBehavEx, an interactive LLM-assisted urban simulation platform that scales to city-size populations, exposes agent behavior for inspection, supports empirical validation, and generates mobility patterns that better match real-world spatial, temporal, and semantic distributions. Instead of invoking large language models for every agent action, CityBehavEx combines established human mobility models with fine-tuned cross-encoders that estimate semantic alignment between agent profiles, schedules, and activity transitions. This design enables large-scale simulations, as demonstrated in a case study of 100,000 agents over 75 days in under one hour on a single consumer GPU. The platform allows users to define simulation regions, launch experiments, inspect trajectories and activity traces, debug unrealistic behaviors, and validate generated routines against real-world mobility, time-use, and semantic metrics.
Reproducing human biases in route choice using large language models: Toward scalable behavioral modeling
Human choice behavior, including route choice, exhibits systematic behavioral biases that deviate from the assumptions of full rationality. Cumulative prospect theory (CPT) has been widely recognized as an effective framework for characterizing such behavioral patterns. However, its large-scale application, particularly in simulation and agent-based modeling, critically depends on specifying individual-level CPT parameters, which remain a major bottleneck. Conventional approaches typically rely on surveys and controlled experiments to calibrate CPT parameters, yet these methods are difficult to generalize and often fail to capture the full diversity of human decision-making. To address this challenge, this paper investigates whether large language models (LLMs) can reproduce human behavioral biases in choice-making without explicit specification of prospect-theoretic parameters. Using route choice as a representative scenario, we design a behavioral evaluation framework and systematically compare LLM-generated decisions with established human behavioral patterns predicted by CPT. Experimental results demonstrate that LLMs are capable of reproducing non-rational human choice biases and can exhibit decision behaviors consistent with prospect-theoretic effects under uncertainty. These findings suggest that generative AI models may provide a scalable alternative for modeling human decision processes and offer a promising foundation for next-generation large-scale agent-based simulation and AI-driven behavioral research.
Anamnesis: An Open-Source Platform for Large-Scale Backstory-Conditioned Survey Simulation
We present Anamnesis, an interactive system for demographically controllable survey simulation using large language models. Open-source and designed for non-technical users/researchers, Anamnesis enables the prototyping and stress-testing of survey instruments on virtual populations rather than real human subjects. The platform operationalizes the recently introduced Anthology and Alterity frameworks, which use structured narrative backstories to condition model responses, within a unified web interface. It supports open-ended generation, probabilistic demographic resampling, and multimodal (image and audio) surveys. We evaluate the system through two case studies: (1) replicating segments of Pew Research Center's American Trends Panel (ATP) on political typology and biomedical issues and (2) emulating human preference in the New Yorker Caption Contest. In both cases, Anamnesis produces opinion distributions that more closely match real-world survey data than standard persona-prompting baselines, offering a transparent, reproducible, and open-source alternative to proprietary simulation services.
AutoPersonas: A Multi-Timescale Loop Engine for Open-Ended Persona Evolution
Long-term persona agents must remain identifiable while adapting to new events, relationships, evidence, and social conditions. We identify self-locking as a runtime failure mode in continuing persona-life loops: locally plausible events keep appearing while the generated life collapses toward familiar environments, weak relationships, suspended decisions, and stale life stages. We trace this failure to model-level convergence toward high-probability behavioral channels and system-level context gravity from State, memory, history, and environment summaries. We introduce AutoPersonas, a multi-timescale life-environment engine for bounded persona-level recursive self-evolution. It separates environment-side Occurrences, accumulated Observations, and persona State. Its OSO loop admits divergent future-facing material while requiring evidence-governed absorption before State or reachability changes. A three-year compressed simulation exposed environment watermark shells, occurrence-hardening gaps, slow-change accumulation failures, recursive indecision, and weak relationship persistence. An eight-model 40-day stress test generated 1,600 events and found mean rolling 5-day action-category repetition of 95.2%-97.6%, with all models crossing 90% by day 11. Semantic re-keeping found 79.0%-88.0% macro-theme repetition across all direct-loop runs. In a same-runtime 40-day A/B, context-slice masking plus per-sample divergence targeting reduced macro-theme repetition from 61.8% to 36.3% and roughly doubled cumulative theme count. A juvenile-goblin fictional-world run reproduced the anti-fixation regime without hard real-world intrusions. These results support a bounded claim: separating controlled divergence from evidence-governed absorption can reduce persona-environment self-locking while preserving identity continuity.
From Blueprint to Reality: Modeling and Applying Putnam's Social Capital Theory with LLM-based Multi-agent Simulations
Putnam's Social Capital Theory is a foundational framework for collective action and community prosperity. However, traditional empirical methods face practical limits on control and replication. Meanwhile, LLM-based social simulations are typically behavior-driven and lack theory-aligned environments for modeling Putnam's core propositions. To address these gaps, we introduce SocaSim, an LLM-based multi-agent simulation framework to study Putnam's Social Capital Theory from theoretical blueprint to simulated reality. Specifically, we build an environment integrating social network evolution, trust dynamics, and norm propagation, where agents engage in repeated collective-action experiments, and then apply the three dimensions to analyze adaptation challenges in smart elderly care. Our simulations reproduce Putnam's macro-level patterns and exhibit strong human-agent alignment at the group level. Unlike traditional methods, SocaSim traces micro-level causal pathways of social network, trust, and norms via round-by-round simulations and counterfactual interventions, enabling process-level interpretability. Taken together, these capabilities establish a research paradigm that leverages LLM agents to bridge social science and computer science.
AgoraSim: A Hybrid Agent-Based Modeling Framework
LLM-agent simulations make natural-language social scenarios easy to instantiate, but their outputs can be overread as predictions and are often difficult to compare with explicit social dynamics. We present AgoraSim, a hybrid agent-based modeling framework for scenario-oriented social reaction analysis. AgoraSim resolves textual or multimodal artifacts into editable ABM configurations, runs ratio-controlled populations that mix LLM, vision-language, custom-endpoint, random, and classical agents, and compares the same scenario against matched classical reference dynamics. All agents emit a shared structured decision object, enabling common action spaces, interaction protocols, metrics, and audit records. Exposed through a local UI, Python SDK/CLI, and REST API, AgoraSim helps users inspect scenario trajectories, compare modeling assumptions, and identify cases that warrant empirical validation.
Controllable Sim Agents with Behavior Latents
Realistic traffic simulation requires agents that imitate logged behavior and can also be steered along interpretable axes. Such controllability enables engineers to isolate variables, reproduce specific edge cases, and test autonomous systems without real-world risk. We introduce Controllable Neural Variational Agents (CNeVA), a controllable simulated-agent framework that learns to infer a per-agent Gaussian behavior latent from per-channel discounted returns via a closed-form conjugate variational update, conditioning a rectified-flow trajectory generator trained on a mixed channel-mask curriculum for classifier-free guidance. To tackle scarcity in reward signals, we propose soft eligibility gates that replace hard binary thresholds with smooth exponential decay, preserving the gradient signal for near-threshold agents. On the Waymo Open Motion Dataset, CNeVA attains competitive realism on the benchmark while exposing per-channel controllability that the higher-ranked imitation models lack. Speed- and acceleration-based steering produces monotone responses without stall-induced reward hacking. Safety controllability is monotone and substantial with the introduction of soft eligibility. We manage to achieve steerable map compliance under a context-residual return measure. Furthermore, our experiment demonstrates that steering metrics must be read alongside physical-plausibility guardrails to avoid reward-hacking confounds.
ComplexMimic: Human-Scene Interaction Imitation in Complex 3D Environments
Physics-based Human-Scene Interaction (HSI) imitation learning is crucial for embodied intelligence as it bridges the gap between kinematic 3D motions and real-world dynamics. However, most existing methods focus on simplified scene settings, leaving complex environments largely unexplored, which limits their applicability in real-world scenarios. In this paper, we focus on HSI mimicry in complex environments. Under this complex setting, we observe an inherent trade-off between successfully performing interaction and maintaining natural, physically plausible motions. To address this challenge, we propose ComplexMimic, a framework that reconstructs diverse HSI by interpreting imperfect MoCap data. First, we introduce a Dual Flow Strategy, which learns two complementary experts: an imitation expert for accurate motion tracking and an interaction expert for collision-aware adaptation in complex scenes. Second, naive multi-expert distillation, which treats all experts equally, often under-samples challenging behaviors, limiting effective learning. To mitigate this issue, we propose a difficulty-aware distillation strategy that adaptively weights supervision and prioritizes hard-yet-learnable trajectories guided by failure statistics and learning progress signals. Extensive experiments on three benchmark datasets demonstrate that our approach outperforms current state-of-the-art methods.
PedNStream: Scalable Network Flow Simulation for Pedestrian Traffic Management
Large-scale crowd management requires pedestrian simulations that are both computationally efficient and compatible with feedback-based control. However, most open-source tools are either microscopic or not designed for network-scale closed-loop evaluation. This paper presents PedNStream (Pedestrian Network Flow Simulation), an open-source, Python-native simulator for macroscopic pedestrian network loading based on the Link Transmission Model (LTM). The framework extends LTM-based pedestrian models by incorporating stochastic link dynamics that capture diffusion and activity-induced variability, and replaces dynamic user equilibrium route choice with a utility-based formulation suited to uncertain, intervention-driven settings. PedNStream is implemented as a modular framework with built-in controller interfaces for interventions such as gating, flow separation, and route guidance. We evaluate the framework in a staged manner. Synthetic scenarios verify key mechanisms, including queue formation, spillback, congestion dissipation, and adaptive rerouting. Real-network experiments assess large-scale behavior and consistency with observed pedestrian counts. A closed-loop case study demonstrates controller integration, and a runtime analysis quantifies scalability. These results establish PedNStream as an efficient and practical testbed for large-scale pedestrian network simulation and control.