Large Language Model-Based Role-Play Simulation
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9 papers in the last four weeks, against 2 the four weeks before. 0.1% of all new papers.
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Full-duplex speech models can listen and speak simultaneously, enabling natural interaction, but become increasingly difficult to control as the conversation history grows. When used as user simulators, this lack of control can cause them to deviate from prescribed scenarios and produce unreliable evaluation outcomes. We introduce SimIF-Bench (Simulator Instruction-Following Benchmark), which evaluates whether a conversational model stays within a prescribed scenario and completes multiple goals in the required order. The benchmark reveals that current open-source full-duplex models struggle to follow such constraints. We then introduce a Group Reward-Decoupled Normalization Policy Optimization (GDPO)-based training recipe that enables a full-duplex model to follow textual instructions during an ongoing conversation while maintaining its turn-taking ability. By connecting the resulting SteerablePlex to an asynchronous backend language model that monitors the conversation and provides instructions when needed, we build a more controllable full-duplex user simulator that follows multi-stage constraints more reliably than existing open-source models and GPT-Realtime.
Wiki-Talkie: Multilingual Benchmarking of Persona-Based Agents on Real-World Discussions
LLMs are increasingly deployed as autonomous agents in social environments, making it critical to study their ability to faithfully simulate human interactions. Central to this is grounding agents in realistic user personas, yet existing datasets rely on fictional personas and are limited to a handful of languages, lacking the empirical grounding necessary to evaluate behavioral fidelity across diverse populations. We introduce Wiki-Talkie, a multilingual dataset of real-world conversations from Wikipedia Talk pages across five languages spanning two language families: Germanic (German, English) and Romance (Spanish, French, Italian), paired with personas derived from real user communities and encompassing sociodemographic attributes, self-descriptions, and behaviorally grounded interaction traits. Using Wiki-Talkie, we evaluate agent interactional behavior on a next-turn generation task across various persona conditioning strategies. Our evaluation assesses whether agents collectively reproduce the distributional behavioral patterns observed in human discussions. Results show that user's comment history exemplifying interaction behavior consistently outperforms explicit persona information. In addition, models systematically underproduce negative or extreme sentiments, while over producing references and suggestions, revealing biases toward agreeableness and positivity. Crucially, these patterns hold robustly across languages, with small cross-lingual differences.
When a Kindergartener Solves Calculus: Measuring Capability Leakage in Role-Prompted Reasoning Models
We investigate the problem of role-capability leakage (RCL), in which a role-prompted reasoning model generates convincing in-role text while continuing to exhibit capabilities on benchmarks that exceed those implied by the assigned role. For example, when a model is prompted to assume the role of a kindergarten student, one might expect its performance on a mathematics benchmark to reflect kindergarten-level ability rather than expert-level proficiency in solving calculus problems. We introduce RoleCapBench, a curriculum-grounded benchmark for evaluating RCL across six educational roles and four assessment levels spanning elementary school through A-level, and use it to evaluate three open-weight reasoning models. We find that although the models can generate stylistically convincing in-role responses, they consistently fail to align their underlying capabilities with their assigned roles. Naive role prompting yields strong role-voice scores of 1.218--1.389 while retaining above-role accuracy of 0.811--0.898. RCL persists across a range of prompting conditions, including prompts that explicitly instruct the model to match the role's capability level. To mitigate this problem, we propose Injection, an inference-time intervention that combines explicit, role-specific capability guidelines with a guiding prefilled response prefix. Injection improves role-capability alignment across models, reducing above-role accuracy by up to 0.562 while preserving in-role accuracy with a marginal drop of less than 0.058 across most models. All artifacts, including scripts and evaluation data, will be released upon acceptance.
From Learner Behavior to Reusable Skills for Effective and Efficient Learner Simulation
Learner simulation aims to reproduce how a particular learner behaves on new tasks. Although Large Language Models (LLMs) can generate increasingly fine-grained learning behaviors, existing approaches often need to repeatedly process a growing interaction history to reconstruct the learner. This introduces additional context and inference costs and makes the acquired learner-specific simulation capability difficult to reuse across different LLMs. We therefore propose Learner2Skill, which externalizes the simulation capability acquired from historical interactions into a persistent and reusable Simulation Skill. The Skill captures the learner's current learning state and recurring response patterns, evolves as new real interactions arrive, and can be adapted to a new LLM through lightweight executor calibration without reconstructing the learner from scratch. Experiments show that Learner2Skill more faithfully reproduces fine-grained learner behavior while reducing overall token cost, and that the same constructed Skills can be effectively reused across different LLM executors.
OSPD: On-Policy Self-Distillation for Persona-Consistent Dialogue
Maintaining persona consistency across multi-turn dialogues remains a core challenge for role-playing language models. Off-policy distillation from external teachers incurs distribution mismatch that compounds across dialogue turns, while reinforcement learning struggles with reward ambiguity inherent in subjective persona fidelity. We propose OSPD, an on-policy self-distillation framework where the same model serves as both teacher and student under asymmetric information: the teacher receives a complete character profile while the student sees only a brief summary, and the student generates trajectories from its own policy. We find that teacher confidence in role-playing dialogue exhibits a bimodal structure---sharply peaked at character-critical tokens yet diffuse at generic utterances---and introduce role-aware divergence switching to match this structure. A progressive trait masking curriculum further forces staged internalization of character knowledge along semantic dimensions. Experiments on CharacterBench, CharacterEval, and SocialBench show that OSPD substantially improves persona consistency over supervised fine-tuning and multi-turn RL baselines, without requiring any external teacher or reward model.
PersMem: Internalizing Personality into Dual-Pathway Memory for LLM Agents
The profile of a role-playing agent usually depends on the pre-defined personality in a system prompt, whereas its memory processing pipeline, including prioritisation of stored memories and subsequent retrieval, remains independent of this personality. This separation causes the agent's memory processing to be inconsistent with the pre-defined personality, and makes it difficult to validate whether agent behaviours follow this personality. In this paper, we propose Personality-Integrated Memory (PersMem), which integrates personality into the agent's memory processing pipeline, making it consistently personality-dependent. PersMem processes memory using four steps, where the personality is mapped to operation-specific parameters controlling: (i) affective appraisal annotating emotion states of the user input; (ii) retention of previously stored memories along with the current input; (iii) passive affect-driven memory retrieval exploring memories similar to user input in semantics and personality-guided emotions; and (iv) active goal-driven memory retrieval that refines and selects passively retrieved memories for the reply. Consequently, consistency with the pre-defined personality can be examined by inspecting memory-processing traces during human-agent interactions. We evaluate these personality-dependent differences in attachment and Big Five settings. PersMem exceeds the chance baseline for four-way attachment classification by 23.1 percentage points. In Big Five dialogue comparisons, PersMem achieves 67.5% accuracy, 6.7 percentage points above a baseline using uniformly sampled memories. On CoSER, PersMem achieves an average score of 66.13, with scores of 69.33 for Character Fidelity and 84.33 for Storyline Quality. Together, these results show that PersMem produces distinguishable personality-related memory-processing patterns.
Screen Before You Serve: Simulation for Production Customer Experience AI Agents at 140M Scale
Customer experience (CX) agents use tools and large language models to address customer requests and guide conversational interactions with an organization's products. Improving these agents, especially in regulated industries, is difficult: they must detect intent, follow complex operational policies and use tools reliably. Manual end-to-end testing offers limited coverage, while live experiments expose customers to failures that can erode trust. We present a hypothesis-driven simulation workflow for screening candidate CX agents before deployment. Synthetic customers react to agent responses and simulated tool outputs enable multi-step agentic workflows without invoking production backends. We use the Snowglobe simulator on Nubank's Card Delivery agent and its expanded successor, Card Management - Nubank's highest-volume chat-support agent in Brazil. Across 4 deployed versions, simulated and production version-level binary evaluator scores show high correlation. Simulation-guided iteration increased transactional net promoter score (tNPS) by 36.69 points in a live A/B test. We also screened open-weight configurations in over 16,000 simulated conversations. In a subsequent live A/B test, the selected model increased self-service rate (SSR) by 8.82 percentage points to the highest level observed at Nubank, with no statistically significant change in tNPS. Simulation made broad exploration of models, reasoning settings, and prompts feasible without customer exposure, enabling production improvements that would have been impractical to pursue through live experimentation alone.
Adversarial Closed-Loop Curriculum for Evolving Role-Playing Agents
Role-playing agents based on large language models have been widely applied in areas such as personalized assistance and social simulation. Recent RL methods typically train on a fixed scenario pool collected before learning begins. This creates a distributional bottleneck: as the agent improves, the scenarios where it performs poorly also change, while the training distribution remains static. Therefore, we propose AdvRole, an adversarial context rewriting framework that turns role-playing RL into a closed-loop curriculum. AdvRole alternates between an Actor that learns to role-play and a Rewriter that edits character profiles and dialogue contexts into actor-specific hard scenarios. The Rewriter is trained with a performance-gap reward, which favors rewrites that reduce the current Actor's score relative to the original scenario. As a result, the scenario pool evolves with the Actor and continuously targets under-mastered regions of the character-context space. Experiments on three role-playing benchmarks covering English and Chinese, as well as a new multilingual benchmark we release, show that AdvRole consistently outperforms baselines.
Pretrained Persona Mixture Models and Tandem Models for Human Simulation
We argue here that the current dominant practice in LLM human simulation: prompting instruction-tuned assistant language models to role-play personas, is inaccurate and produces stereotyped predictions (lacking natural diversity). It has previously been shown that LLMs can be bound to personas using naturalistic, freetext dialog avoiding stereotyping. Here we show that binding can also be achieved using short, individual samples of dialog from specific people. Demographics can be added later without negative effects by simply querying the model. We use the term Persona Mixture Models (PMMs) for well-calibrated human models, currently realized as pretrained base models. We show that PMMs produce more accurate predictions than instruction-tuned models and retain more of the lexical, semantic, and pragmatic diversity found in human dialog. We measure realism and diversity of LLMs simulating human interlocutors across a diverse set of corpora spanning open-domain text, human-AI chat, and task-oriented dialogue between human speakers. However, base pretrained models can produce out-of-domain dialog and may lose some of the human's internal state over long contexts. We propose and explore tandem models which combine a pre-trained model with an instruction-tuned supervisor. Tandem models achieve the best overall accuracy and diversity in our experiments.
RoleBreak: Benchmarking Long-Horizon Role-Playing Robustness in Spoken Dialogue
Speech-to-speech dialogue models increasingly support persona control, yet existing spoken role-playing benchmarks remain largely character-centric and short-horizon. This leaves open whether spoken dialogue models can sustain diverse roles over extended interactions, especially beyond predefined fictional characters. We introduce RoleBreak, an open benchmark for long-horizon role-playing robustness in spoken dialogue. RoleBreak contains 310 character-based and user-centered roles, 6,688 human-verified dialogue turns, and 11,743 fine-grained evaluation criteria, with 1,856 turns carrying expressive emotion targets for evaluating vocal emotion. Its scenarios are designed to stress role consistency, interaction quality, safety, and affect over extended conversations. We evaluate nine configurations spanning full-duplex, omni-modal, and cascaded ASR--LLM--TTS paradigms. We find four key patterns. First, current systems are substantially stronger at semantic role adherence than at vocal emotion. Second, semantic robustness remains brittle over long interactions: even the strongest evaluated system encounters its first persona and safety failures after only 10.4 and 11.6 turns on average. Third, scaling the LLM substantially improves semantic robustness and delays failure, but yields little improvement in vocal emotion. Finally, user vocal emotion affects role-playing behavior even when linguistic content is fixed. These findings highlight persistent gaps in both long-horizon robustness and vocal expressiveness in spoken role-playing systems.
KuaiRP Series Role-playing Models Technical Report
This paper introduces the complete technical solution for the KuaiRP series of role-playing models. We aim to achieve four core objectives for a dedicated role-playing model: simplified prompt engineering, highly stable output quality, built-in domain world knowledge, and high-efficiency deployment with a small parameter size. However, effectively injecting deep domain knowledge often leads to a severe catastrophic forgetting of the model's general agent capabilities. To overcome this trade-off, we propose a multi-stage training pipeline. First, we design a standardized character template and construct an SFT data pipeline based on user behavior simulation and reverse profile filtering. Next, we utilize a rule-based composite reward function during the Reinforcement Learning (RL) phase to eliminate common degradation phenomena like length expansion and repetitive generation. Finally, to recover the general capabilities compromised during SFT and RL, we propose a novel self-distillation paradigm using Two-stage On-Policy Distillation (OPD) equipped with Cumulative-Divergence Decay (CDD). By using the domain-adapted model as the teacher and the original base model as the student, we effectively balance deep domain knowledge injection with the preservation of general agent capabilities. Experimental results demonstrate that the KuaiRP models not only match the current state-of-the-art proprietary models in role-playing fidelity within our target domains, but also successfully recover general agent capabilities, maintaining extremely low deployment costs.
CHARM: Character Hallucination for Multicultural Role Play Benchmark
Role-playing large language models (LLMs) are expected to adopt a character's style while also respecting that character's knowledge boundaries. Prior evaluations detect character hallucination but rarely distinguish whether errors arise from failure to recognize a boundary or from failure to comply despite recognition. We introduce CHARM, a multicultural benchmark of 40 real and fictional characters drawn from five cultural-linguistic regions, and validated by native reviewers. It probes two boundary types, Temporal (historical vs. modern) and Cross-Universe (entities outside a character's narrative or historical universe), using abstention-enabled multiple-choice questions. We propose a two-stage evaluation that separates Boundary-Awareness (explicit recognition that a query is out of scope) from Boundary-Compliance (abstention when answering concrete questions). Evaluations across six LLMs show that hallucination is driven predominantly by compliance failures. Models frequently acknowledge that a query lies outside the character's knowledge yet still provide factual, out-of-character answers. By re-posing the same questions to the target character, we confirm that a large fraction of these cases are verified parametric overrides; the model stores the relevant fact but fails to suppress it. We also observe systematic cultural variation in these failures, consistent with imbalances in how characters from different regions are represented in model knowledge.
Investigating Assistant Bias in LLM User Simulators Using a Role Vector
LLM-based user simulators are increasingly used to evaluate autonomous agents at scale, in place of costly human evaluations. Despite this promise, these simulators exhibit "assistant bias," a tendency to cooperate and pursue task goals. They rarely reproduce the frustration or disengagement that real users exhibit, compromising evaluation validity. Prior work outlines that this bias is baked in during model training, which role-playing prompts fail to override. We analyze this bias from model activations, extracting a user role vector by contrasting how the model represents user versus assistant perspectives on the same dialogue. We observe two findings: (i) the user direction is identifiable in activations, elicits user-like behaviors, and captures characteristics distinct from assistant traits; and (ii) although user-role activation associates with simulation realism and steering strengthens it, it can exaggerate user behaviors and override individual user profiles. Together, our findings provide a representation-level analysis of LLM user simulators, confirming that assistant bias is structurally identifiable and that user behavior can be directionally analyzed.
"Many Are My Names": The Anatomy of the Assistant and Its Personas via Sparse Autoencoders
How a language model internally represents who is speaking, the Assistant, an assigned roleplay persona, or a narrated story character, remains underexplored. We study speaker representations using a dataset of user-expressed emotional text and corresponding model responses. We decompose three generation settings (Assistant, Roleplay, and Story) into sparse autoencoder features extracted at turn-boundary and pronoun-token positions and selected through a filtering pipeline for different depths. We characterize each surviving feature through its steering effects and activation distribution. Our main finding is that the Assistant and roleplay personas are not independent alternatives: personas retain the Assistant-associated feature core while progressively differentiating from it across layers, starting from operational machinery towards behavioral and stylistic features. Meanwhile, generated story characters lack the Assistant-associated core. Both Story and Roleplay can be distinguished from the Assistant with Immersive Simulation Mode. However, the Assistant can sometimes enter or slowly drift into it even in the default setting.
TRACE Bench: Task-driven Roleplay Agentic Checklist Evaluation
Roleplay evaluation should do more than assign a single score: it should reveal which role requirements were tested, which failed, and which dialogue evidence supports the judgment. We propose TRACE Bench, a task-driven agentic checklist evaluation framework. It decomposes each role profile offline into a fixed checklist, then uses a User Agent to converse naturally with the target roleplay model while privately updating checklist states from model responses. Scores therefore trace back to checklist items and supporting dialogue turns rather than a black-box holistic impression. For coverage cross-validation, we audit released M2 free-dialogue transcripts from the MiniMax Role-play Benchmark against the same role-derived checklist. The released free-chat transcripts cover only 73.74% of key role-profile points, whereas TRACE Bench reaches 99.91% coverage in fewer turns. Robustness experiments show stable rankings under repeated runs and User Agent replacement. Across 26 models, TRACE Bench reports overall rankings together with capability breakdowns and checklist traces. It also supports Closed-Loop Benchmark Evolution, distilling verification methods proven effective in failed traces so later evaluations can more reliably elicit and examine observed failure modes.
Beyond Borrowed Histories: Person-Aligned User Simulation for Interactive Role-Playing Evaluation
Role-playing agents (RPAs) have become one of the most important consumer applications of large language models. Users engage in multi-turn conversations with RPAs for experiences such as emotional comfort, making reliable evaluation essential for measuring capability, comparing systems, and guiding further improvement. Existing benchmarks, however, typically require an RPA to continue a fixed dialogue history and then evaluate the continuation using a fixed rubric detached from the user. We identify and empirically demonstrate two limitations of this design. First, an RPA's output is shaped by the preceding dialogue history, preventing a scientifically grounded assessment of its role-playing ability in real multi-turn settings. Second, user experience varies substantially across individuals, and conventional fixed rubrics need not align with user satisfaction. We therefore introduce PALATE (Person-Aligned LLM-Simulated-User Assessment with Tailored Evaluation), a scalable RPA benchmark built on user simulators. PALATE is accompanied by a pool of 300 character profiles. Its main evaluation trains five per-user simulators and lets them engage candidate RPAs in free-form, multi-turn conversations over a pre-frozen panel of character profiles. Alongside a general quality rubric, we construct personalized rubrics to measure user satisfaction; on held-out annotated data, the personalized rubrics show higher agreement with human judgments than the general rubric. In the main evaluation of 16 candidates, PALATE separately characterizes generic turn quality, long-horizon session capability, and per-user experience on multi-turn trajectories co-constructed by each candidate. It thereby produces interpretable evaluations of specific user-RPA pairs rather than compressing systems into a single user-independent ranking.
Toward Anthropomorphic Dialogue: A Closed-Loop Framework for Human-Like Chat Generation, Evaluation, and Preference Alignment
Human-like private chat requires more than fluent response generation: a system must preserve persona, relationship, memory, bounded knowledge, medium-specific timing, and a coherent multi-turn arc. We present AnthroDial, a closed-loop framework that formulates anthropomorphic dialogue as a joint problem of system architecture, executable evaluation, and diagnostic alignment. It combines (1) a role-conditioned scheduled dialogue runtime with persona and scenario cards, long-term memory, virtual time, and single-draft message decisions; (2) an executable benchmark with an L0 validity gate, five per-turn dimensions, and five dialogue-level dimensions; and (3) a post-training pipeline that filters 16,436 scheduled-decision examples for SFT and applies GRPO with a cognitive-diagnostic, ZPD-aware reward. The reward maintains Kalman-filtered capability estimates for each behavioral dimension, upweights dimensions with larger capability deficits, and uses rollout scores as task-level ZPD matches to focus optimization on learnable weak skills. On a benchmark with 55 personas, 50 scenarios, 50 persona-scenario bindings, and 100 role-conditioned cases per model, we evaluate 16 systems spanning frontier baselines, open models, thinking/no-think variants, and SFT/RL ablations. The strongest non-trained baseline reaches 32.00% strict ACC, while Qwen3.6-27B-SFT+RL reaches 39.00% strict ACC and a 98.5 overall score. In the 9B no-think setting, SFT and RL improve strict ACC from 0.00% to 13.00% and 18.37%. These results show that anthropomorphic dialogue benefits when generation, evaluation, and reward shaping share the same behavioral dimensions.
Improving General Role-Playing Agents via Psychology-Grounded Reasoning and Role-Aware Policy Optimization
Building general-purpose role-playing agents that faithfully portray any character from a natural-language profile remains challenging. The dominant paradigm -- supervised fine-tuning -- encourages behavioral mimicry without deep, human-like internal thought processes, resulting in poor out-of-distribution generalization. Therefore, we propose \textbf{Psy-CoT}, a psychology-grounded chain-of-thought framework that decomposes pre-response reasoning into three role-specific steps -- \emph{Interaction Perception}, \emph{Psychological Empathy}, and \emph{Logical Construction} -- so that the model \emph{thinks dynamically} from the profile rather than merely mimicking surface patterns. While structured reasoning provides a foundation, it alone is insufficient; reinforcement learning is essential to further align the model with character fidelity. However, we observe that under LLM-based reward models, both generic phrases that hack the reward model and genuinely role-specific phrases receive identical gradient signals -- this hacking accumulates over training, misleading the model into treating both as equally optimal choices. To address this, we propose \textbf{Role-Aware Policy Optimization (RAPO)}, which uses profile--token mutual information to weight gradients asymmetrically -- amplifying role-specific tokens under positive advantage while attenuating them under negative advantage. Experiments on CoSER, CharacterBench, and CharacterEval demonstrate that Psy-CoT outperforms existing role-playing CoT methods, and RAPO consistently surpasses GRPO across multiple model scales.
DeSRPA: Decoupled Speech Role-Playing Agent via Inference-Time Intervention
While Large Language Models (LLMs) have revolutionized text-based role-playing, creating immersive Speech Role-Playing Agents (SRPAs) requires a seamless bridge between cognitive reasoning and paralinguistic nuances. Current SRPAs primarily rely on end-to-end (E2E) fine-tuning. However, this paradigm suffers from poor generalization to unseen characters due to its reliance on role-specific data, while imposing a "modality alignment tax" that degrades intrinsic LLM reasoning capabilities. We propose DeSRPA, an agentic framework for character role play via inference-time intervention on frozen backbones. DeSRPA employs a dual-level control vector mechanism, Internal Cognitive Steering and External Expressive Rendering, to synchronize "mind" and "voice". Experiments on SpeechRole and OmniCharacter benchmarks demonstrate that DeSRPA significantly outperforms E2E baselines in personality and emotional consistency. It achieves high speech naturalness, narrowing the gap with proprietary models like GPT-4o Audio, while remaining a scalable and training-free paradigm.
Orchestrated Reality: From Role-Play to Living, Playable Game Worlds -- LLM-Driven World Simulation as a Parameterized-Action POMDP
Many games rely on storytelling combined with systems that track levelling, NPC behaviour, and consequence simulation; bridging tightly-authored narrative with deeply-simulated worlds -- most acute in sandbox and open-world settings -- has been prohibitively expensive. LLM-driven worlds open a new path: a single harness can coordinate numerical state, narrative voice, storytelling pacing, and rule logic together. Realising this requires the LLM system to sustain a persistent world (who is where, what has just happened, what is currently true), which today's deployed systems do not: the narrative voice asserts state in free prose without any validated representation, so a fully autonomous game engine remains infeasible. We treat this as an architectural choice, not a limitation of language models, and report work in progress on a framework -- orchestrated reality -- that makes the world a canonical object owned by a singleton orchestration agent analogous to the tabletop-RPG Game Master (GM). We formalise an LLM-driven game world for a human player as a Parameterized-Action POMDP: state is a tree of canonical JSON entities, actions decompose as (a discrete intent kind plus structured JSON parameters), the agent observes only a narrative projection of state, and the transition kernel is an LLM-driven Plan-Diff-Validate-Apply (PDVA) pipeline that commits schema-validated, content-hashed JSON deltas. We give the formal model, a JSON-state example, a worked single-turn example, and a catalogue of 15 illustrative incidents drawn from a real deployment showing the framework in action. Empirical validation through a planned human player study -- together with multi-NPC concurrent agency and deployment as an RL environment -- is situated as future work.
If These Walls Could Talk: Critical Play with Large Language Models in Museums
Large Language Models (LLMs) are increasingly being used in museums to as role playing chatbots which let visitors talk to simulated versions of people and artefacts from the past. While such installations can be playful and engaging, they are also problematic because LLMs cannot be trusted to speak truthfully. I identify a fundamental dilemma for the use of LLMs in museum chatbots: LLMs cannot be trusted to tell the truth, and efforts to make them more reliable may ruin that which is attractive about the bots in the first place - their ability to engage in life-like conversation. In response, I propose designing for critical play with LLM-based bots: Designing for playful interactions with bots that are unreliable but still able to represent the past in an adequate and engaging manner - as fictional characters representing historical narratives, styles of discourse, diverse perspectives, humor and satire.
Persona-Pruner: Sculpting Lightweight Models for Role-Playing
Language Models (LMs) have shown remarkable potential as role-playing chatbots, delivering consistent, stylized interactions when given a specification of a character or user persona. However, applying these capabilities to real-world applications (e.g., ecosystems with numerous NPCs interacting simultaneously) exposes a critical inefficiency due to the excessive computational cost. In this paper, we question the necessity of dedicating a full, generalist model to a single persona, hypothesizing that a specific character identity relies on only a fraction of the model's total capacity. We observe that naively pruning LMs often severely degrades the role-playing performance for a specific persona; it does not distinguish between redundant knowledge and essential character traits. We propose Persona-Pruner, a framework that sculpts a lightweight role-playing model by isolating persona-specific sub-networks from a single description. Our experiments consistently show that Persona-Pruner preserves role-playing performance substantially more effectively than existing state-of-the-art LLM pruning techniques, reducing the performance drop from the dense model by up to 93.8% over the strongest baseline on RoleBench in LLM-as-a-judge score, while still maintaining general LLM capabilities. Code is available at https://github.com/jsu-kim/Persona-Pruner.
When Role-playing, Do Models Believe What They Say?
Language models can state that "the Earth orbits the Sun" and, when role-playing Aristotle, assert the opposite. Recent work argues that persona adoption is fundamental to how language models behave, with models selecting the most appropriate persona for a given context. Does such role-playing merely change the model's outputs, or does it also affect what the model internally represents as truthful? We study this question using the role-play of characters whose beliefs differ from the modern consensus, and induce personas with a number of different methods: prompting, in-context learning (ICL), supervised fine-tuning (SFT), and Open Character Training (OCT), and Emergent Misalignment (EM). We measure belief internalization across these approaches with truth probes and with behavioral tests, finding a broad spectrum of belief internalization. Prompting, ICL, and SFT change what the model says with little representational change. EM creates a large, broad shift in the model's truth representation, and OCT a smaller shift that is clearest on the larger model. Understanding when training changes a model's worldview rather than merely its behavior may become increasingly important as AI systems are entrusted with greater autonomy and influence.
ArcANE: Do Role-Playing Language Agents Stay in Character at the Right Time?
Role-playing language agents (RPLAs) simulate specific characters and personas across applications such as entertainment, companionship, interactive storytelling, and education. Faithful role-play requires more than producing plausible, in-character responses: as a character's values and behavior change over a narrative, an RPLA should reflect the character's state at the relevant stage. However, existing benchmarks largely treat characters as fixed personas or test only what they know at a given point in the narrative. We introduce ArcANE (Arc-Aware Narrative Evaluation), a benchmark for evaluating whether an RPLA follows a character's development across a narrative. ArcANE first builds an Arc that maps how a character's values, motivations, or relationships change over the story. The benchmark then scores how well an RPLA's responses fit the corresponding stages of the Arc, covering three distinct scenario types: scenes from the novel, new situations within its world, and situations outside that world. We evaluate six models under six ways of providing narrative context. In every model, using the Arc up to the queried chapter yields the best performance, outperforming the strongest non-Arc context by 2.2-8.4 points. These results suggest that faithful role-play requires evolving character states and tracking their trajectory, rather than merely retrieving relevant episodic evidence.
Who Am I? History-Aware Profiles for Student Simulation in Tutoring Dialogues
A key part of developing large language model (LLM)-powered, automated tutoring tools is student simulation, i.e., using LLMs to role-play as students, which can facilitate tutor model evaluation and training. Existing work mostly focuses on within-dialogue simulation, which lacks context on student knowledge and behavior, partly due to not grounding in past student question-answering or dialogue interactions. In this work, we introduce the task of history-conditioned student simulation, where the goal is to accurately predict student dialogue turns by leveraging information in the student's learning history. We propose a two-component framework in which a profile generator summarizes a student's history and a simulator predicts student turns conditioned on the resulting profile. We train both components with reinforcement learning (RL), yielding profiles optimized for faithful student simulation. We evaluate our method and baselines on the first-of-its-kind real-world dataset of student dialogues and question responses that we collect from a math learning platform. Extensive experiments show that our method significantly outperforms baselines, and demonstrate the importance of history, profiles, and RL training.
DynSess: Dynamic Session-Level Evaluation and Optimization Framework for Role-Playing Agents
Role-playing with large language models is fundamentally a session-level task, requiring agents to sustain character identity and interaction quality across extended multi-turn conversations. Yet existing evaluation and optimization methods remain largely turn-level, failing to capture long-horizon quality. We propose DynSess, a unified session-level framework for role-playing agents. DynSess-Eval scores complete dialogue sessions via rubrics targeting long-horizon behaviors. Leveraging its session-level rewards, we construct high-quality training trajectories through multi-turn lookahead search and train DynSess-Character with two complementary variants: DSPO (off-policy) and GSRPO (on-policy). Experiments show that DynSess-Eval aligns with human judgments substantially better than prior evaluators, and blind human evaluation further shows that DynSess-Character matches the strongest character model despite using substantially fewer parameters, while maintaining strong role consistency and interactive ability. Our dataset and code will be released to facilitate future research.
Personality, Role, and Expressive Style in Large Language Models: An Interactionist Analysis
Prompt-based personality control is a key technique for designing large language model (LLM) dialogue agents that behave consistently across social contexts. However, specifying Big Five personality traits (BFTs) in a prompt does not ensure that the intended traits are expressed in generated utterances. This paper investigates this mismatch from an interactionist perspective, viewing personality expression as a context-dependent outcome shaped by the interplay between trait specification and situational factors. We analyze how perceived BFT expression in LLM-generated dialogue is influenced by three prompt factors: personality traits, dialogue roles, and expressive styles. Using a factorial design that combines six personality conditions, three roles, and three expressive-style conditions, we generate 1,080 LLM-agent dialogues in each of English and Japanese. We then evaluate the target agent's utterances using an LLM-as-a-judge framework to estimate expressed Big Five traits. The results show that expressed personality is shaped not only by explicit trait specification, but also by dialogue role and expressive style. These effects are trait-specific: dialogue role strongly influences Openness, expressive style substantially shapes Conscientiousness and Agreeableness, and explicit trait specification dominates Neuroticism. Even without explicit personality-trait specification, social and expressive conditions induce distinct personality-like impressions. Cross-linguistic comparisons show broadly similar patterns between English and Japanese dialogues, with noticeable differences only under specific combinations of personality, role, and expressive style. These findings suggest that personality control in LLM agents should be understood not as a direct consequence of trait prompting, but as a context-dependent process involving personality specification, social role, and expressive style.
From Facts to Insights: A Persona-Driven Dual Memory Framework and Dataset for Role-Playing Agents
While role-playing agents excel in short-term interactions, long-term conversations overwhelm context windows, motivating external memory frameworks. Current systems typically rely on persona-agnostic summarization, which records facts without persona-specific interpretation, yielding generic responses that compromise persona fidelity. To bridge this gap, we introduce RoleMemo, a dataset featuring four reasoning tasks where the factual fragments must be interpreted through the persona to reach the correct answer. Evaluation on RoleMemo exposes critical limitations of persona-agnostic frameworks. We thus propose DualMem, which decouples memory into two streams: factual cognition and persona-conditioned insight. Trained through Supervised Fine-Tuning (SFT) and Reinforcement Learning (RL), our framework with a 4B-parameter model outperforms zero-shot persona-agnostic frameworks powered by DeepSeek-V3.2 for sustained persona fidelity. Our resources are available at https://github.com/role2026/rolememo.
PersonaArena: Dynamic Simulation for Evaluating and Enhancing Persona-Level Role-Playing in Large Language Models
Large language models (LLMs) increasingly serve as interactive social agents, yet their ability to maintain coherent and authentic persona-level role-playing remains limited, particularly in realistic social scenarios. Existing research predominantly focuses on character-level settings and relies on static evaluation formats, failing to capture the complexity of everyday social interactions. In this work, we present PersonaArena, a dynamic simulation framework for evaluating and improving persona-level role-playing in LLMs. PersonaArena leverages a large, filtered corpus of user-generated social content to construct a nuanced persona bank, and elicits multi-turn, context-rich interactions within simulated social environments. Our framework features a multi-agent debating judge for holistic and unbiased assessment. Through extensive experiments, we demonstrate that PersonaArena enables rigorous evaluation and enhancement of LLMs' role-playing capabilities, advancing the development of more authentic and socially adept AI agents.
How Well Do Large Language Models Capture Human Personality?
Large language models (LLMs) are increasingly used to simulate human populations via persona prompting, often under the assumptions that richer persona descriptions improve behavioral fidelity, similarly sized attribute combinations are equally simulatable, and persona definitions generalize across tasks. In this work, we formalize these assumptions and systematically evaluate them across multiple architectures, scales, and simulation settings. We identify a fundamental limitation we term persona manifold collapse, where increasingly expressive persona specifications lead to systematic contraction of representational and behavioral diversity. Across models, increasing persona complexity consistently reduces inter-persona separation in latent space and weakens behavioral differentiation in downstream simulation tasks. These effects persist across multiple analyses as richer personas fail to preserve human subgroup disagreement, performance varies across attribute combinations of similar size, and adding descriptive detail often degrades rather than improves simulation fidelity. Surprisingly, simple Age-Gender personas consistently outperform richly specified Ideal Customer Profiles (ICPs) across industries, achieving substantially higher downstream prediction accuracy. We find that collapse is not uniform across attributes. Certain combinations remain behaviorally stable and preserve stronger alignment with human responses, forming localized regions we term alignment bridges. Together, our results provide empirical and conceptual foundations for understanding the limits of persona-conditioned simulation, highlighting the need for representation-aware persona construction rather than increasing persona expressivity alone.