Human Behavior Simulation
Momentum
17 papers in the last four weeks, up 70% on the four weeks before. 0.2% of all new papers.
Latest papers 173
Simulating patients with large language models (LLMs) is a promising tool for mental health training, but existing approaches fail to capture a key clinical reality: self-stigma. Patients experiencing self-stigma, the internalization of negative stereotypes, often exhibit context-sensitive resistance, such as avoidance, denial, or self-blame, which current models render as static or uniformly compliant behavior. To address this, we introduce a novel simulation framework grounded in the psychological 3A1H model of self-stigmatization. Our core innovation is the creation of a \textbf{Stigmatized Self-Reflection} (\textbf{SSR}) dataset, where we augment mental health dialogues with internal monologues that reflect stigma-aware reasoning. By fine-tuning LLMs with this data using a chain-of-thought approach, we train patient agents to dynamically adjust their level and expression of stigma based on conversational triggers. Evaluations demonstrate that our approach significantly outperforms specialized baselines, generating more authentic and situationally appropriate patient responses. This work provides a crucial step towards realistic stigma simulation for clinical training and empathetic dialogue systems.
EduMirror: Modeling Educational Social Dynamics with Value-driven Multi-agent Simulation
Understanding how educational social dynamics evolve is critical for informing effective educational policies and counterfactual interventions. However, traditional methods face a fundamental dilemma: observational studies often lack causal power, while controlled experiments are frequently constrained by ethical concerns. Although LLM-based multi-agent simulations offer a scalable in silico alternative, existing approaches remain limited by weak psychological grounding and insufficient measurement of latent psychological states. To address this, we introduce EduMirror, a multi-agent simulator for the scientific study of educational social dynamics. We provide configurable education-oriented agent forms, including value-driven agents grounded in psychological needs and social value orientation, together with a dual-track measurement protocol for quantifying observable behaviors and latent psychological states. We validate the realism and usability of EduMirror through case studies on school bullying and group cooperation, as well as broader evaluations across diverse educational scenarios. The results show that EduMirror generates educational social dynamics that are realistic, theory-consistent, and measurable by empirical criteria. These properties enable structured in silico educational research, providing a computational tool for hypothesis testing and counterfactual intervention analysis in educational science. Project page: https://edumirror.net.
Agentopia: Long-Term Life Simulation and Learning in Agent Societies
Humans learn from social life. Simulating this process with LLM-powered agents represents a promising research direction, raising a natural question: whether LLMs can learn from such simulated social experience to better understand and replicate human behavior. However, prior agent society simulations typically operate at the scale of days, limiting the depth of social interactions and long-term growth. In this paper, we study long-term life simulation and LLM learning in agent societies, with two goals: (1) investigating social behaviors that emerge from life-long simulation, and (2) developing anthropomorphic capabilities in LLMs, particularly intelligence in social life, through years of simulated social experience. Specifically, we present Agentopia, a comprehensive framework for long-term life simulation in multi-agent societies, where 100 agents autonomously pursue personal growth, develop social relationships, and fulfill their needs and goals over 10 simulated years. We define life reward to mirror human well-being, and leverage this reward to train LLMs via rejection sampling. Extensive experiments show that agents exhibit rich emergent social behaviors. Furthermore, life reward training effectively enhances the underlying LLM, which leads to improved agent well-being in simulation, and generalizes to downstream role-playing benchmarks with +15.6% improvement.
Modeling U.S. Attitudes Toward China via an Event-Steered Multi-Agent Simulator
Understanding the dynamic evolution of opinions, such as U.S. public attitudes toward China, is essential for assessing geopolitical risks. However, existing LLM-based multiagent simulators predominantly rely on static rules and fixed datasets, limiting their ability to capture the dynamic, event-driven nature of macro-level opinion shifts in real-world settings. To address this limitation, we propose an Event-Steered Multi-Agent Simulator (ES-MAS), in which significant events and daily news continuously drive opinion evolution through dynamic interactions among agents. We first construct the China-U.S. Relation Evolution (CURE) dataset, covering 20 quarters from 2021 to 2025, including 258 major events and over 14,000 daily news articles, and providing a comprehensive temporal foundation for modeling opinion dynamics. Building upon the CURE dataset, we propose a Dual-Stream Data Integration Engine (DSDIE) that aligns simulations with historical timelines via macro-level events while enabling personalized information exposure based on individual agent profiles and contextual signals. Furthermore, we design a News-Driven Dynamic Interaction (NDDI) module, which adaptively groups agents with shared news interests into localized interaction contexts, facilitating bottom-up consensus formation while mitigating the risk of isolated information cocoons. Experimental results on the CURE dataset demonstrate that ES-MAS substantially outperforms existing simulators in reproducing real-world historical trends, offering a scalable and effective framework for modeling dynamic opinion evolution.
An Infectious Disease Spread Simulation Based on Large Language Model Decision Making
Modelling individual decision-making during infectious disease outbreaks is crucial for understanding behavioural dynamics and informing effective public health interventions. Prior work has shown that large language models can simulate realistic human behaviour by generating agent decisions based on demographic prompts and situational context. We build on this foundation with a spatially grounded, agent-based simulation framework that integrates LLM-generated decisions about self-reported influenza-like illness into a census-based synthetic population of agents. Location is treated as a central feature: agents are assigned to spatial units within cities, capturing the spatial distributions of different demographic groups using real-world census data and enabling geographically diverse behavioural modelling. We implement and compare three decision scenarios, independent reasoning, household influence, and message framing, and simulate self-reporting outcomes in San Francisco and Atlanta. Results reveal that income and education are the dominant drivers of reporting rate variation, with smaller but consistent effects from geography, LLM model choice, and message framing. Our framework generates synthetic data that captures both social and geographic heterogeneity, supporting spatial epidemiological modelling and bias-aware behavioural analysis.
CollabBench: Benchmarking and Unleashing Collaborative Ability of LLMs with Diverse Players via Proactive Engagement
While LLM-based agents excel at individual tasks, effective collaboration with realistic human partners remains challenging. Most of the existing conversation-level collaborative studies lack grounded interaction and behavioral execution, motivating the need for cooperative game environments that enable contextualized and immersive collaboration. To this end, this paper proposes CollabBench, a benchmark for evaluating and training collaborative agents in cooperative games. CollabBench features a Diverse Player Profile Simulation pipeline to model varied players behaviors, and a Collaborative Agentic Training paradigm that unifies reasoning, communication, and action via agentic rollouts, optimized with a hybrid reward balancing task efficiency and affective adaptation. We further extend classic environments to CWAH-MultiPlayer and Cook-MultiPlayer for systematic evaluation under diverse personalities. Experiments with efficiency and affective metrics show that our trained models outperform base models, achieving 19.5% higher efficiency and 24.4% improved affective performance. Further analysis reveals key collaborative limitations of existing models and offers insights for future collaborative training.
Think-Before-Speak: From Internal Evaluation to Public Expression in Multi-Agent Social Simulation
LLM-based multi-agent simulation offers a promising way to study social interaction, deliberation, and collective opinion dynamics. However, many existing dialogue simulation frameworks represent interaction mainly as observable turn exchange or aggregated outputs, leaving the internal evaluative processes behind silence, speaking intention, and public expression difficult to examine. We introduce TBS (Think-Before-Speak), an interval-based multi-agent simulation framework that separates agents' private reasoning from public utterance generation. At each interval, all agents update structured internal states based on the shared dialogue history and their own memory. These states include dissonance-related appraisal, perceived opinion climate, perceived isolation risk, response strategy, and willingness to speak. The orchestrator then resolves competing speaking intentions and commits one utterance to the public dialogue, allowing internal evaluation and public interaction to co-evolve over time. We evaluate TBS in simulated town hall discussions on a climate-related policy issue. Results show that TBS produces coherent internal-state traces and that these traces vary systematically across turn-allocation, silence, and memory conditions. Dissonance-related appraisal increases agents' willingness to speak, whereas silence-pressure appraisal decreases it. Once speaking intention is formed, public expression is shaped mainly by turn-allocation rules. These findings suggest that TBS supports mechanism-sensitive social simulation by making the pathway from internal evaluation to public expression observable and analyzable.
The Epi-LLM Framework: probing LLM behavioral priors through epidemiological agent-based models
Human behaviour during epidemics affects infectious disease dynamics, but quantifying this remains deeply challenging. Here we introduce the Epi-LLM framework: a novel integration of agent-based modelling, real-life epigames, and large language models (LLMs) in which a synthetic society of agents reasons and adapts dynamically over an outbreak contact network. Comparing synthetic agent behaviour against a no-intervention SEIR baseline and human participant data from the AUIB epigame study, we find that LLM agents across four different architectures reduced peak active infections, with quarantine compliance peaking at 58-65% on day six of the 15-day simulation. A binomial generalised linear model showed that perceived health severity was the strongest predictor of quarantine behaviour (), yielding a pseudo- of 0.055, comparable to the 0.072 observed in the human trial. LLM architecture is a key determinant of epidemic dynamics: low-variance architectures offer greater internal validity for testing behavioural rules, while high-variance models may better represent real-world decision-making. Geographic labels alone do not induce culturally differentiated behaviour; explicit attitudinal parameterisation is required. This proof-of-principle work lays the groundwork for deploying the Epi-LLM framework as a scalable, risk-free simulation environment for pandemic preparedness research.
CRAB-Bench: Evaluating LLM Agents under Complex Task Dependencies and Human-aligned User Simulation
Evaluating LLM agents in realistic service scenarios requires complex task dependencies, imperfect user behavior, and an evaluation that accommodates multiple valid solutions. We introduce CRAB-Bench (Constraint-based Realistic Agent Benchmark) and RUSE (Realistic User Simulation Engine) to address this gap. CRAB-Bench generates tasks via a constraint graph over multiple interdependent entities with structured distractors, requiring agents to reason carefully over thousands of misleading candidates where only a tiny fraction of solutions are valid. RUSE replaces cooperative, template-like simulators with realistic users grounded in human behavioral studies, instantiated across diverse personas and four behavioral dimensions. Experiments on four frontier LLM agents show that the best model achieves only 61% pass@1 on CRAB-Bench, and switching to RUSE causes further drops of up to 57%, concentrated in task-solving ability rather than conversational quality. Information Disclosure is the most damaging behavioral dimension, and agents interacting with RUSE are less likely to admit mistakes, instead masking errors through implicit corrections.
MobEvolve: An Agentic Self-Evolving Heuristic System for Interpretable Human Mobility Generation
Human mobility generation aims to synthesize realistic trip chains for target populations based on individual features. Existing paradigms, including deep generative models, LLM-based methods, and traditional heuristics, struggle to satisfy the complex demands of this task while simultaneously maintaining interpretability, behavioral plausibility, population-level distributional alignment, and inference efficiency. To bridge this gap, we introduce MobEvolve, the first agentic self-evolving heuristic framework for human mobility generation. MobEvolve initializes a behavior-inspired heuristic system and employs an LLM agent to iteratively evolve its internal logic. By diagnosing empirical misalignments and failure cases on a validation set, the agent proposes targeted updates and accumulates evolution memory for cumulative self-improvement. Extensive evaluations on the Singapore and Montreal benchmarks demonstrate that MobEvolve significantly outperforms state-of-the-art deep generative and LLM-based methods in individual trajectory fidelity, population-level distribution alignment, and behavioral plausibility, while preserving interpretability and high inference efficiency.
Can LLM Agents Sustain Long-Horizon Organizational Dynamics?
Large language agents are increasingly used for social simulation, yet it remains unclear whether they can sustain coherent behavior in structured organizations, where goals must propagate through hierarchy, tasks depend on prior execution, and artifacts accumulate over long horizons. We formulate long-horizon organizational simulation as a memory-centered coordination problem and introduce TaskWeave, a hierarchical agentic framework that maintains planning states through a Formulate-Partition-Diagnose-Align cycle and grounds execution through dependency-aware trace memory. We evaluate TaskWeave in a year-long IT company simulation and compare it with other multi-agent frameworks on organizational coherence, execution grounding, and downstream enterprise NLP utility. Experiments show that TaskWeave supports coherent and long-horizon organizational dynamics while producing grounded artifacts and adapting to external environments. These findings suggest that structured simulation memory is a key mechanism for building reliable LLM-based organizational simulators.
Simulation of collision avoidance behavior in crowd movement by data-driven approach
Crowd movement simulation is essential for pedestrian safety management and facility layout optimization. Data-driven models enhance trajectory prediction accuracy under Euclidean metrics, yet they suffer from excessively high collision rates, especially in bidirectional and multidirectional flows. In this paper, we establish a novel data-driven crowd simulation model that incorporates the pedestrian collision mechanism into the loss function to reduce collisions. A new lateral-acceleration-based collision loss function and a Voronoi-based motion feature extraction approach are proposed. The model is based on a Generative Adversarial Network (GAN) architecture and is termed CPGAN (Collision-Penalized GAN). We evaluate CPGAN in bidirectional flow scenarios, which involve frequent collision avoidance behaviors. Results show that the proposed lateral-acceleration-based collision loss significantly reduces opposite-direction pedestrian collision rates to levels comparable with controlled experiments. CPGAN effectively simulates bidirectional flow, reproducing lane formation and N-t curves. The research outcomes can provide inspiration for integrating pedestrian dynamics mechanisms into loss functions in data-driven crowd simulation.
Enhancing Human-Likeness in Reinforcement Learning Agents via Hierarchical Macro Action Quantization
Human-like agents are a long-standing goal of artificial intelligence. Despite strong performance, most reinforcement learning (RL) agents remain reward-driven and often exhibit behaviors that differ from humans, limiting interpretability and reliability. In this work, we introduce a novel human-like RL framework that predicts action sequences closely aligned with human behaviors while maximizing rewards. Specifically, we encode human demonstrations into macro actions using a hierarchical macro action quantization approach (HiMAQ) consisting of two successive levels of vector quantization. The lower quantization level maps input actions to fine-grained subaction clusters, while the higher quantization level aggregates these subaction clusters into action clusters. Extensive evaluations on the D4RL benchmarks show that our hierarchical approach outperforms the non-hierarchical baseline (MAQ), achieving higher human-likeness scores and better success rates than previous RL agents. The improvements generalize across integrations with various RL algorithms, namely IQL, SAC, and RLPD.
EASE Configuration Facilitates A Reproducible Science of LLM Social Simulations
LLMs are increasingly deployed to simulate social interactions, yet many of the existing simulators remain ad hoc and monolithic. This lack of architectural standardization prevents reproducible research and complicates downstream evaluation. We advance a rigorous science of LLM-based multi-agent simulation by modularizing core components into Environments, Agents, Simulation engines, and Evaluation metrics (EASE). We demonstrate the utility of EASE configuration by wrapping it in an experimental study schema for orchestrating workflows centered around answering explicit research questions in generated scenarios. We contribute SiliSocS, an open-source, research-ready Silicon Society Sandbox implementing a study-structured EASE configuration to enable highly configurable and reproducible LLM-based social simulations. Using SiliSocS and EASE, we present three case studies, showcasing the system's comprehensive assessment of existing questions, ability to dive deeper into complex questions, and elaboration of existing studies, respectively. Together, these case studies highlight the limitations of current modeling approaches and isolate the impacts of design choices on key results.
AgentSchool: An LLM-Powered Multi-Agent Simulation for Education
Despite the rapid deployment of LLMs into classrooms, validating educational AI remains uniquely intractable: interventions act on developing learners whose cognitive and social trajectories are irreversibly shaped, while real-world trials are slow, ethically constrained, and institutionally locked. LLM-based educational simulators have emerged as a potential remedy, but many still collapse learning into persona-conditioned role-play and, when optimized only to reproduce existing classrooms, can structurally penalize the institutional novelty that pedagogical reform requires. In this work, we introduce AgentSchool, an LLM-driven multi-agent simulator that models learning as state transition rather than prompted behavior. AgentSchool couples cognitively growable student agents -- equipped with weighted subject knowledge graphs, thinking-workflow pools, and explicit misconceptions -- with adaptive teacher agents that plan, scaffold, and reflect along the Zone of Proximal Development, embedded in a configurable scenery generator that situates instruction within both formal and informal learning fields, and a multi-scale simulator that decouples interaction scale, temporal granularity, and simulation duration. Experiments show that structured student agents produce more differentiated mastery and misconception traces than a baseline simulator, while teacher-agent comparisons show backbone-dependent patterns consistent with ZPD-informed adaptation. Further, AgentSchool generates plausible traces of peripheral participation, clique formation, aggressor-induced cohesion, and opinion-leader emergence consistent with classroom social theories. Beyond its role as an educational research instrument, AgentSchool frames education as a socially meaningful testbed for long-horizon memory, multi-agent coordination, and future institutional reasoning under organizational pressure.
HEART-Bench: Do LLM Agents Exhibit Human-like Psychology?
While LLM agents have demonstrated remarkable task-oriented abilities such as planning, reasoning, and action, few works have treated them as complete human personalities where emotional dimensions hold equal importance. In this paper, we introduce a novel benchmark to systematically assess whether LLM agents can simulate coherent, human-like psychology. Specifically, our benchmark constructs 11 diverse human characters grounded in orthogonal Big Five personality traits, with each profile deeply integrated with 1,000 structured autobiographical-style episodic memories distributed across theory-grounded developmental life stages. To rigorously evaluate the psychological manifestations of LLMs, we designed a curated suite of 64 decision-making scenarios, guided by the DIAMONDS taxonomy, a psychological framework that characterizes situations along eight dimensions: Duty, Intellect, Adversity, Mating, pOsitivity, Negativity, Deception, and Sociality. By subjecting agents to varying scenarios, the benchmark evaluates whether they can consolidate their innate personality traits and autobiographical memories to make behavioral decisions that are consistent with their specific psychological profiles. After systematic human validation and filtering, we obtained a benchmark consisting of 673 multiple-choice questions (MCQs). We believe this benchmark provides a principled and scalable testbed for studying human-like emotions, personality consistency, and value-consistent behavioural decision-making in LLM-based agents.
Teaching Values to Machines: Simulating Human-Like Behavior in LLMs
Large Language Models (LLMs) demonstrate a remarkable capacity to adopt different personas and roles; however, it remains unclear whether they can manifest behavior that adheres to a coherent, human-like value structure. In this work, we draw on established psychological value theory to induce human-like values in LLMs and assess their alignment with patterns observed in human studies. Using validated psychological questionnaires, we conduct large-scale experiments -- over 5 million questions -- to evaluate value structures and value-behavior relationships in leading LLMs and compare them to humans. Our findings reveal strong agreement between value-prompted LLMs and humans across both dimensions. Moreover, incorporating human value distributions enhances population-level simulations with value-induced LLMs. These findings highlight the potential of value-induced LLMs as effective, psychologically grounded tools for simulating human behavior.
Adaptive Interviewing for Persona Simulation in LLMs: Evidence-Grounded Reasoning Improves Decision Alignment
Accurately simulating the decisions of a specific individual remains challenging for large language models (LLMs), partly because persona information is often provided as static descriptions that miss the values, experiences, and contextual cues needed for individual-level decision simulation. We propose an adaptive interview framework that gathers persona-relevant information through a structured three-stage dialogue: core questions, dynamic follow-ups, and a synthesized personality summary. Using the resulting interview transcripts, we evaluate whether LLMs can simulate participants' decisions in moral dilemma scenarios. We compare three conversational contexts -- Core-10 responses, the full interview dialogue, and a summarized persona representation. We find that adaptive interviewing functions less as a uniform accuracy booster and more as a selective grounding mechanism: follow-up-derived evidence is incorporated in around 40% of full-interview traces, and these follow-up-grounded predictions are more accurate than core-only grounded ones (45.5% vs. 39.3%). These findings highlight that richer persona context alone is insufficient: improvements arise only when models actually ground their decisions in user-specific evidence.
Modeling Vehicle-Type-Specific Pedestrian Crash Avoidance Behavior in Safety-Critical Interactions Using Smooth-Mamba Deep Reinforcement Learning
As automated vehicles (AVs) increasingly share roadways with human-driven vehicles (HDVs), understanding how pedestrians respond to different vehicle types in safety-critical interactions is essential for the safe deployment of automated driving technologies. This study extracts safety-critical pedestrian-vehicle interactions from the Argoverse 2 dataset to capture real-world crash avoidance behaviors in encounters involving AVs and HDVs. To model vehicle-type-specific pedestrian crash avoidance behavior, we develop a Smooth-Mamba Deep Deterministic Policy Gradient framework, termed SMamba-DDPG, which integrates smooth action constraints with efficient temporal representation learning. To quantify pedestrian behavioral differences, the framework trains separate crash avoidance policies for pedestrian interactions with AVs and HDVs. Results show that SMamba-DDPG outperforms baseline reinforcement learning and supervised learning models in reproducing pedestrian crash avoidance behaviors. Reconstructed trajectories demonstrate strong behavioral realism, accurately reproducing crash avoidance kinematics in both AV and HDV scenarios. Reaction time analysis shows that the model captures human-like response delays and reveals that pedestrians respond more quickly to AVs than to HDVs. Counterfactual analysis further indicates that pedestrians adopt lower crossing speeds when interacting with AVs. Large-scale safety analysis of model-generated data revealed that pedestrian-AV interactions consistently yielded lower conflict rates and higher pedestrian yielding rates compared to pedestrian-HDV interactions. The findings highlight the importance of incorporating vehicle-type-specific pedestrian behavioral models for safer automated driving system design and more realistic traffic simulations in mixed-traffic environments.
From Static Context to Calibrated Interactive RL: Mitigating Distribution Shift in Multi-turn Dialogue with Aligned Simulator
A long-standing goal of the research community is to develop highly interactive LLM-based dialogue agents. Recent research focuses on optimizing policies based on fixed offline logs (Static Context RL) or using a prompt-based simulator (Interactive RL). In this work, we theoretically show that both paradigms are fundamentally limited by context distribution shift--a mismatch between dialogue histories observed during training and those encountered in real conversations. This shift compounds quadratically over turns and severely degrades dialogue quality. Specifically, we attribute this shift to two distinct sources: (i) policy-induced shift, arising from training on static histories rather than self-generated trajectories; and (ii) simulator-induced shift, stemming from discrepancies between simulated and real human behaviors. To address these challenges, we propose Calibrated Interactive RL, a unified framework that couples interactive RL with simulator alignment. By aligning the simulator with human interaction patterns, our approach reduces the sim-to-real gap and mitigates compounding distribution shifts. Experiments across multiple dialogue tasks confirm our theoretical analysis: (i) Interactive RL significantly outperforms the Static Context baseline by mitigating policy distribution shift; and (ii) calibrating simulators with our alignment method further bridges the sim-to-real gap, yielding state-of-the-art downstream performance.
ARCANE-PedSynth: Synthetic Multi-Pedestrian Datasets with Behavioural Crossing Annotations
We present ARCANE-PedSynth, an open-source CARLA-based software framework for generating synthetic multi-pedestrian datasets with dense behavioural annotations for pedestrian crossing prediction in autonomous driving. The framework overcomes CARLA's native 9% crossing rate through a hybrid AI-manual pedestrian control architecture, enabling configurable target rates up to 75%. A 12-state behavioural finite state machine with five character archetypes produces diverse crossing behaviours. The framework generates synchronised RGB, LiDAR, and DVS data with per-frame crossing labels, behavioural states, and estimated 2D pose keypoints. We demonstrate ARCANE-PedSynth through PedSynth++, an example dataset generated with the framework, comprising 533 multi-pedestrian clips across 12 weather conditions with RGB, LiDAR, and DVS streams. ARCANE-PedSynth is fully reproducible via CLI parameterisation and Docker containerisation.
One Policy, Infinite NPCs: Persona-Traceable Shared RL Policies for Scalable Game Agents
On a 300-persona life-simulation benchmark, pcsp achieves compositional zero-shot persona identification up to 17x above chance, Spearman rho approx 0.73 semantic-behavioral alignment, and 22x faster inference than an LLM-as-policy baseline. Life simulation games require hundreds to thousands of non-player characters (NPCs) that behave consistently with distinct personalities while remaining controllable through designer-authored natural language. Existing methods fail on constraints like persona consistency, controllability, or real-time inference. We introduce pcsp (Persona Conditioned Shared Policy), a single reinforcement learning policy conditioned on frozen LLM embeddings of free-form persona descriptions. pcsp combines once-per-NPC persona encoding, low-rank persona projection, neural persona conditioning, and a PPO + InfoNCE consistency + KL diversity training objective. Across three experimental settings, ablations show that the InfoNCE trajectory-consistency objective is load bearing: removing it collapses zero-shot persona identification to chance. External validation on Melting Pot 2.4.0 substrates confirms that our method produces persona-conditioned behavioral divergence in multi-agent strategic environments. We distinguish two senses of held-out evaluation: compositional zero-shot and vocabulary-expansion held-out. Finally, a UE5 deployment reproduces the in-engine persona-conditioning ablation at 64 agents with a low failure rate, showing that the sub-frame inference profile survives in a commercial game engine. These results prove that shared RL policies can support scalable, real-time, persona-conditioned NPC control.
The Illusion of Intervention: Your LLM-Simulated Experiment is an Observational Study
Large language models (LLMs) show potential as simulators of human behavior, offering a scalable way to study responses to interventions. However, because LLMs are trained largely on observational data, interventions in experiments with LLM-simulated synthetic users can induce unintended shifts in latent user attributes, causing user drift where the implicit simulated population differs across treatment conditions, potentially distorting effect estimates. We formalize the confounding or selection bias that can arise due to user drift and show how intervention-dependent shifts can inflate or attenuate observed differences in user responses under intervention. To diagnose confounding, we propose using negative control outcomes--attributes that should remain invariant under intervention--to identify distribution shifts across intervention conditions, providing evidence of user drift. To mitigate drift, we study adjusting the persona specification by eliciting additional confounders, finding that targeted, setting-relevant confounders can substantially reduce bias across survey-style and multi-turn agent evaluations.
Reinforcing Human Behavior Simulation via Verbal Feedback
Humans learn social norms and behaviors from verbal feedback (e.g., a parent saying "that was rude" or a friend explaining "here's why that hurt"). Yet, learning from feedback for LLMs has largely focused on domains like code and math, where RL rewards are directly verifiable and condensed into scalar values. As LLMs are increasingly used to simulate human behavior, e.g., standing in for users, patients, students, and other personas, there is a pressing need to make them more human-like, which requires embracing a fundamentally different kind of signal: feedback that is verbal, subjective, and multi-faceted. We present DITTO, a model trained by treating verbal feedback as a first-class signal in reinforcement learning. After each rollout, DITTO receives verbal feedback and generates a feedback-conditioned improved rollout; both outputs are jointly optimized with GRPO, distilling verbal guidance into the base policy without requiring feedback at test time. We also introduce SOUL (Simulation gym Of hUman-Like behavior), a unified benchmark and training data suite spanning 10 tasks across six categories: Theory of Mind, character role play, social skill, learner simulation, user simulation, and persona simulation. DITTO achieves an average 36% improvement over the base model and exceeds GPT-5.4 on 6 of 10 SOUL benchmarks, demonstrating that RL with verbal feedback is a promising direction for training LLMs to simulate human behavior.
APS: Bias-Controlled Adaptive Prototype Simulation for Population-Scale LLM Agents
LLM-agent simulation offers a flexible computational tool for studying population response trajectories that depend on scenario events, memory, demographics, and evolving social context. However, full multi-round simulation scales linearly with both population size and horizon, requiring every agent to query the LLM at every round. We propose Adaptive Prototype Simulation (APS), a framework that reframes scalable LLM-based simulation as a recurrent oracle-allocation problem. APS retains the designated LLM as the online transition oracle while querying adaptive core prototypes, selected singleton-tail agents, and shadow-audit agents. Prototype responses induce local response surfaces for nearby agents, reducing online LLM calls without replacing the underlying transition model. To control approximation bias, shadow-audit residual correction estimates propagation residuals for aggregate correction and future budget allocation, while tail-protected singleton routing directly queries selected isolated, heterogeneous, or high-curvature regions that are vulnerable to smoothing. Theoretically, we treat APS as an estimator for full-scale high-precision individual social simulation and decompose its errors into prototype-coverage error, shadow-audit residual-correction error, local-propagation bias, and temporal context mismatch. Under the reported protocols, APS gives lower reference-aligned distributional discrepancy than scale-oriented and same-budget baselines while reducing online LLM calls, with ablations and compact robustness checks diagnosing the main bias-control mechanisms. In a 10M-agent, multi-round public-opinion simulation, APS achieves a 381.1-fold reduction over full simulation, with reference-aligned final-round JSD of 0.094 against the corresponding full-LLM reference.
Toward an AI-Powered Computational Testbed for Workforce Policy
Workforce transformations are difficult to forecast and costly to mismanage. In particular, the integration of artificial intelligence into knowledge work currently affects a substantial share of the global workforce, yet this transition proceeds without tools to forecast how individual employees will respond psychologically and behaviorally. We combine recent advances in LLM-powered generative agents with foundational management science and organizational behavior research to propose dynamic employee agents. Among consenting populations, these agents can be seeded with HR records, validated psychometric measures, and digital activity data to simulate employees' cognitive, emotional, and behavioral trajectories across successive workdays during planned organizational changes. In this article, we detail the computational architecture required to construct this simulation platform and define the privacy, accuracy, and representativeness safeguards necessary for responsible deployment. We argue that establishing this prospective forecasting infrastructure is a critical technical requirement for managing the current global workforce realignment around AI.
Multi-Agent Reinforcement Learning for Safe Autonomous Driving Under Pedestrian Behavioral Uncertainty
Simulation-based testing of self-driving cars (SDCs) typically relies on scripted pedestrian models that do not capture the heterogeneity and uncertainty of real crossing behavior, limiting the realism of safety assessments, especially for jaywalking, which is governed by latent personality traits the vehicle cannot observe. We hypothesize that jointly training pedestrians and the SDC with multi-agent reinforcement learning (MARL) yields more realistic interaction scenarios than training against fixed pedestrian policies, and that the behavior gap between predictable and unpredictable crossings can be measured directly from trajectories. We co-train an SDC and 12 pedestrians using Multi-Agent Proximal Policy Optimization (MAPPO): pedestrian locomotion follows scripted Dijkstra pathfinding while an RL policy controls high-level go/wait decisions, and jaywalking probability depends on a per-pedestrian trait sampled at episode start and hidden from the SDC. In 500-episode evaluations, the co-trained SDC reached 78% of goals with a 14% collision rate, versus 35%/33% for the best rule-based baseline. A speed differential metric shows the SDC traveled 2.65 m/s faster near jaywalkers than near crosswalk users at close range (0-3 m), indicating jaywalking encounters were not anticipated. Jaywalking was 13% of crossing events but 62% of collisions, and co-training reduced collisions by 30% relative to single-agent RL as pedestrians learned to wait when the SDC approached at speed.
Human-Flow Digital Twin for Predicting the Effects of Mobility Introduction on Visitor Circulation
We propose a framework for predicting the effects of mobility introduction measures using a human-flow digital twin. This digital twin incorporates a multi-agent simulator that can represent how visitors choose destinations depending on factors such as their current location and the attractiveness of spots. We extract data on how visitors selected destinations with respect to measured pre-intervention human-flow data, inter-spot distances, spot attractiveness, and travel volumes, and use these data to train each agent's decision model of this simulator. The trained decision model is a function that takes a visitor's current state and surrounding environmental information as input and outputs which spot the visitor will move toward next. By expressing mobility introduction measures as changes to inter-point distances or to spot attractiveness, the framework can reproduce human flows with mobility introduction in the multi-agent simulator and thereby quantify effects such as changes in visitor counts and circulation. We evaluated the proposed method using human-flow data measured with and without introducing mobility within Wakayama Castle Park in Japan. When reproducing flows with mobility introduction using a multi-layer perceptron decision model, the cosine similarity of the spatial population distribution exceeded 0.7, confirming that the approach can replicate the flow changes caused by the mobility introduction.
Generating Realistic Safety-Critical Scenarios for Vehicle-Pedestrian Interactions
Automated driving system deployment requires rigorous validation across safety-critical vehicle-pedestrian interactions, yet real-world datasets rarely capture high-risk scenarios while simulation platforms lack realistic behavior. In response, this study proposes a three-stage framework that combines real-world grounding with adaptive simulation to generate behaviorally realistic safety-critical scenarios at scale. Stage 1 pre-trains multi-agent state-space Transformer-enhanced DDPG (MA-SST-DDPG) agents on real-world safety-critical data to learn human-like interactive evasive behaviors through data-driven learning. Stage 2 deploys pre-trained multi-agents in CARLA for online reinforcement learning to generalize across diverse scenarios, integrating real-world knowledge with simulation experience to produce a refined MA-SST-DDPG model. Stage 3 uses CARLA with the refined model to generate over 198,000 high-resolution interaction episodes from eight intersection scenarios, culminating in the Vehicle-Pedestrian Safety-Critical Interaction (VPSCI) dataset. The Refined MA-SST-DDPG model outperformed baseline methods in reproducing realistic evasive behaviors, achieving the lowest trajectory errors (ADE = 0.072 m, FDE = 0.142 m). Statistical comparison confirmed distributional equivalence between the generated and real-world data in both conflict severity and behavioral response. A Turing test confirmed that the three-stage framework generated evasive behaviors were indistinguishable from real-world interactions. These results demonstrate the framework's effectiveness in producing high-fidelity safety-critical data, offering valuable sources for the development of ADS and simulation-based safety evaluations.
Stop Drawing Scientific Claims from LLM Social Simulations Without Robustness Audits
The scientific claims drawn from LLM social simulations should be no stronger than the robustness audits that support them. Generative agents bring new expressive power to agent-based modeling, enabling simulations of collective social processes like cooperation, polarization, and norm formation. Yet they also introduce complexity through additional architectural choices, such as agent specification, memory representation, interaction protocols, and environment design. Small perturbations that appear minor to researchers can cascade into macro-level outcomes through repeated interaction, creating a "butterfly effect." Consequently, scientific claims drawn from LLM social simulations may reflect implementation artifacts rather than the social mechanisms being modeled. We support this position with two case studies: a repeated Prisoner's Dilemma and a social media echo chamber simulation. Across multiple models, minor perturbations in persona format and game-instruction framing shift cooperation rates by up to 76 percentage points, while network homophily and hub assignment produce significant and consistent shifts in polarization metrics. We also find that sensitivity is unevenly distributed across both architectural choices and model families: the same perturbation that produces the 76 pp shift in one frontier model only shifts another by 1 pp. Robustness is therefore a property that should be measured per claim and per model, not assumed. To address this validation gap, we introduce TRAILS (Taxonomy for Robustness Audits In LLM Simulations), a robustness-audit taxonomy spanning three levels of simulation design: agent (micro-level), interaction (meso-level), and system (macro-level). We call for robustness to become a first-order validation requirement before LLM social simulations are used to explain mechanisms, evaluate interventions, or inform decisions.