Role-Playing Agents

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Period ending 2026-09-21

1 new paper

A weekly snapshot of new work published in Role-Playing Agents.

Period ending 2026-09-14

1 new paper

A weekly snapshot of new work published in Role-Playing Agents.

Period ending 2026-09-07

1 new paper

A weekly snapshot of new work published in Role-Playing Agents.

36 papers

Latest in Role-Playing Agents

Sep 15, 2026cs.CL

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.
Yuqi Wang, Fengyuan Liu, Haochen Luo +2
Sep 12, 2026cs.AI

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.
Yipeng Wang, Ziwei Zhang, Jiahui Zhang +2
Aug 31, 2026cs.LG

The Safety Relay in Roleplay Jailbreaks: A Component-Resolved Causal Analysis of Harm Recognition and Refusal

Large language models are trained to follow instructions while refusing harmful requests. Jailbreaks exploit this balance to elicit content a model would ordinarily reject. Roleplay jailbreaks are especially concerning: the harmful request can remain visible inside a roleplay wrapper made of a persona, scenario, and task, yet the model may comply. We use mechanistic interpretability to determine how this context reverses refusal and which elements contribute to the reversal. Across two benchmarks, three model families, and four authored wrappers, we compare matched harmful and benign requests with and without this wrapper. We trace hidden-state contrasts from the request to the final prompt state, isolate wrapper operations through controlled counterfactuals, intervene on their activation directions in held-out evaluation requests, and decompose effective directions geometrically. Our analysis yields three findings. (1) Successful attacks retain the measured harmful-versus-benign distinction at the request, while its refusal-associated expression weakens where the answer begins, a pattern we call safety-relay attenuation. (2) Constructing the complete roleplay around the request and framing it within the scenario contribute causally: removing the associated activation changes restores refusal. (3) These effects largely share internal structure, and most repair is reproduced by components aligned with the model's ordinary refusal of harmful requests without roleplay; scenario framing retains a smaller, model-dependent component. Together, these findings explain how roleplay can produce compliance despite retained evidence of harm and identify a concrete target for future safeguards: maintaining the connection from harm recognition to refusal.
Md Mokarram Chowdhury, Ernie Chang, Yang Li
Aug 8, 2026cs.CL

"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.
Adelaide Danilov, Aria Nourbakhsh, Oleksandr Marchenko Breneur +1
Aug 7, 2026cs.CL

PHASE-Tree: Modeling Character-State Evolution in Long-Horizon Role-Playing Dialogue

Long-horizon role-playing demands that characters remain recognizable as they evolve with the narrative. Yet existing work falls short on two fronts: representations are typically static profiles that cannot be updated locally without destabilizing unchanged traits, and benchmarks mainly test persona preservation and memory recall rather than whether a model speaks from a character's currently evolved state. We address both. PHASE-Tree is a multi-timescale character-state tree with an immutable identity root and mutable persona, session, and moment layers, making each mutable field an addressable target for localized within- and cross-episode updates. It conditions generation through explicit textual provision or implicit parametric adaptation. To measure evolved-state generation, we introduce LongEvoRoleBench, which pairs four long-dialogue corpora for cross-episode evolution with four short-dialogue corpora as within-scene state-tracking checks, under a unified next-utterance protocol. On the long-dialogue core, textual PHASE-Tree ranks first in 11 of 12 dataset-metric cells against internal variants and all 12 cells against external textual baselines, improving character-level, semantic, and embedding scores by 19.7%, 12.4%, and 15.1% respectively. In a blinded 200-response study, human ratings correlate with the GPT-4.1 judge (Pearson r= 0.65); on descriptive n= 10 PT and NR prompt subsets, the Overall difference is +0.20. The long-dialogue Sem advantage persists across LLM judges and generation backbones.
Bo Tang, Jianan Yang, Junyi Zhu +7
Aug 5, 2026cs.AI

Otter: A Time-Aware, History-Conditioned Human Chess AI

Otter is a 15.3M-parameter human chess AI that predicts human move selection by modeling play as a time-aware, sequential process rather than treating each position in isolation. It combines two conditioning signals: (1) a move history encoder that conditions predictions on the last 20 moves, capturing opening preferences, positional drift, and intra-game behavioral tendencies; and (2) a time control module that modulates predictions based on clock pressure. Otter is trained on 6.1 billion positions from 117 million Lichess rapid games over 30 days on a single T4 GPU. Otter achieves 55.23% top-1 and 90.95% top-5 move-prediction accuracy, surpassing the prior state-of-the-art human chess model, Maia 2, with far fewer parameters and less training data. Across 11 Elo brackets (<1100 to >=2000), accuracy peaks at 57.38% in the 1900-1999 bracket. These results show that modeling chess as a time-aware, sequential activity yields more human-accurate move prediction than position-only approaches, using a smaller model. Code, trained models, and complete training logs are publicly released.
Tarun Kumar S
Aug 4, 2026cs.AI

Adversarial Stress Testing of Role-Playing Language Agents using Multi-Agent Evaluation

Role-Playing Language Agents (RPLAs) are increasingly deployed in high-stakes applications such as healthcare assistance, customer support, and education, where maintaining consistent personas, ethical constraints, and behavioral coherence under adversarial pressure is critical. Existing evaluation approaches rely on static benchmarks or isolated single-turn prompts that fail to capture cumulative behavioral failures emerging over extended interactions. We present a modular multi-agent platform for adversarially stress-testing RPLAs through structured, multi-turn dialogue. The system coordinates three agents: a strategy-driven Interrogator Agent that applies six progressive adversarial strategies, a Target Agent representing the RPLA under evaluation, and an automated Judging Agent that scores behavior across role fidelity, drift, ethical deviation, and consistency dimensions. Through experiments across three personas and three LLM families, we demonstrate that multi-strategy adversarial evaluation reveals failure modes invisible to single-strategy testing, reducing overall robustness scores by 0.17--0.20 points on average. Cross-model validation confirms consistent degradation patterns across Llama-3.3-70B, GPT-4o-mini, and Claude-3.5-Haiku, with Authority Challenge and Emotional Manipulation emerging as the most effective attack strategies. Automated judging achieves strong human alignment (r=0.82r = 0.82, Fleiss' κ=0.71κ= 0.71). This work is released as an open-source platform to support AI safety and reproducible RPLA benchmarking. While the framework enables systematic discovery of failure modes, we acknowledge potential ethical risks associated with adversarial testing methodologies and emphasize responsible usage for improving AI safety.
Saqib Shouqi, Abdullah Nazly, Januki Wanniarachchi +1
Aug 3, 2026cs.CL

CompanionBench: A Theory-Anchored, Real-World-Grounded Benchmark for AI Emotional Companionship

LLM companions are deployed at scale in personally consequential settings, yet poorly evaluated. Existing benchmarks use hand-authored scenarios and prompted simulators, aggregate empathy into one score, and overlook judge biases such as same-family favoritism and scale drift. We introduce CompanionBench, an interactive bilingual benchmark. To our knowledge, it is the first companion benchmark to ground both its scenarios and a trained user simulator in de-identified real-world data. A hidden disclosure gate branches each persona's trajectory on the agent's own behavior, controlling the interaction state space without scripting dialogue. We operationalize ten capabilities derived from 25 theories across psychology and counseling, four of them not graded explicitly by prior work: holding ambiguity, selfobject responsiveness, positive resonance and calibrated challenge. Agents are assessed on two complementary axes: a subjective ten-capability rubric and a deterministic measure of whether deeper disclosure was earned. A cross-family panel dilutes same-family favoritism; an Item Response Theory model separates agent quality from judge severity. Theory fixes what to measure and how personas are structured; real data supply events, history, and profiles -- coverage from theory, authenticity from data. Rankings are reproducible in both languages (rho = 0.996 ZH / 0.953 EN). Evaluating 28 agents reveals capability-level differences obscured by aggregate scores. Emotion regulation and calibrated challenge remain common weaknesses; holding ambiguity discriminates most. Role-play agents rank near the bottom: immersion does not imply relational competence. Across agents, the dominant failure mode is substituting surface warmth for substantive relational support. We will release 500 Chinese-English parallel pairs and the evaluation code.
Yao Liu, Guangjia Chai, Yuming Huang +3
Jul 31, 2026cs.CL

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.
Jiahui Zhang, Ziwei Zhang, Yipeng Wang +7
Jul 30, 2026cs.CL

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.
Yuhang Zhu, Mingxuan Du, Benfeng Xu +3
Jul 23, 2026cs.CL

The Geometry of Personality: Activation Steering with Jungian Cognitive Functions

Activation steering enables control and interpretation of LLMs, yet existing work primarily models personality through static trait frameworks such as the Big Five. We investigate whether personality can instead be represented and controlled as a set of cognitive processes using the eight Jungian Cognitive Functions. To this end, we introduce a framework comprising a Jungian evaluation protocol and a dataset of over 2,100 role-playing character narrations. Activation steering vector extraction and evaluation experiments on Llama-3.1-8B demonstrate effective monotonic control over all eight cognitive functions through activation steering. Beyond controllability, our analysis reveals that: 1. personality information is concentrated in middle transformer layers; 2. steering vectors exhibit structured geometric relationships consistent with distinctions between rational and irrational functions; 3. effective multi-dimensional steering directions cannot be recovered as linear combinations of single-function directions. These findings provide new insights into the representation of personality in LLM activation space and establish a framework for studying interpretable, effective, and multi-dimensional personality control.
Liu Zai, Yumeng Wang, Junchen Fu +1
Jul 19, 2026cs.CL

EvolvingWorld: An Open-Schema Framework for Co-Evolving Role-Play Agents and World Model in Interactive Literary World

This paper introduces EvolvingWorld, a framework and benchmark for character and world co-evolution in interactive literary worlds. Existing systems either treat interactive literary simulation as static persona imitation or isolated scene generation, failing to capture how characters and worlds evolve together over time. To address this, EvolvingWorld models literary simulation as a long-horizon process where characters interact, scenes progress, and character and world states are persistently updated. Unlike prior systems relying on fixed schemas, EvolvingWorld adopts an open-schema framework to support simulation across diverse literary worlds. The framework consists of two coupled modules: a Character Agent for multi-character role-play and persistent profile evolution, and an LLM-based World Model for global and location/entity-level state maintenance and scene progression. Based on this architecture, we formulate 7 trainable tasks for scene initialization, interaction generation, and state update. We construct a dataset from 57 books, producing 138,596 supervised training samples and 222 snapshots for testing. Furthermore, we introduce a trajectory-level LLM-as-Judge evaluation protocol spanning 10 dimensions and 20 metrics. Experiments show that EvolvingWorld can improve long-horizon simulation by effectively maintaining persistent, coherent character and world development.
Qing Zong, Yue Guo, Mengxin Yang +2
Jul 10, 2026cs.LG

Application of machine learning to monster level prediction in tabletop RPG game design

Designing balanced adversaries is a central but labor-intensive task in tabletop role-playing game (TTRPG) development. In systems such as Pathfinder, each monster is described by many numerical attributes that jointly determine its power, summarized as an ordinal level. We investigate whether machine learning can support designers by predicting this level from a monster's attributes, framing the task as tabular ordinal regression. We introduce what is, to our knowledge, the first dataset built specifically for TTRPG monster-level prediction, derived from publicly available Pathfinder Second Edition data. Using it, we compare classical regression models with rounding schemes, dedicated tabular ordinal regression algorithms, and neural networks with ordinal-aware losses. To mirror real design workflows, we evaluate all models under chronological and expanding-window protocols with several complementary metrics. Results show that tree-based ensembles outperform linear models and neural approaches, achieving near-perfect ordinal ranking and high predictive accuracy. Explainable AI analyses, such as feature importance and error distributions, show that the model is aligned with human intuition and follows patterns grounded in game rules. Together, these results show that machine learning can reliably approximate designer judgments and serve as an effective computer-aided tool for monster balancing and broader TTRPG system design.
Jolanta Śliwa, Jakub Adamczyk
Jun 25, 2026cs.CL

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.
Zhenhua Xu, Dongsheng Chen, Jian Li +7
Jun 24, 2026cs.CL

Staying In Character: Perspective-Bounded Memory For Book-Based Role-Playing Agents

Recent LLM role-playing systems build character agents from novels by extracting characters, scenes, and relations. Yet long-narrative role-playing suffers from two failures: Factual Overreach, where shared retrieval or parametric memory lets a character use facts outside its perspective, and Stylistic Monotony, where profile descriptions flatten a character into a fixed voice. To address these failures, we propose REVERIEMEM, a three-layer memory architecture for book-based character agents. The episodic layer stores first-person scene memories; the semantic layer stores visibility-tagged facts; and the personality layer stores situation-dependent speech and behaviour patterns. For evaluation, we construct KBF-QA, a 4,386-question benchmark over eight novels for testing knowledge boundaries. REVERIEMEM improves Knowledge Boundary Fidelity by 34.6 percentage points over the strongest prior method. On BOOKWORLD's five-dimension pairwise narrative protocol, REVERIEMEM achieves a ~ 79% win rate, suggesting that perspective-bounded memory improves both boundary fidelity and character-grounded narrative generation.
Xushuo Tang, Junhe Zhang, Zihan Yang +4
Jun 16, 2026cs.SD

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.
Wenqiu Tang, Zhen Wan, Takahiro Komamizu +1
Jun 14, 2026cs.HC

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=(k,xk)a=(k, x_k) (a discrete intent kind plus structured JSON parameters), the agent observes only a narrative projection o=O(s)o=O(s) of state, and the transition kernel FF 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.
Yuhang Huang, Chenmiao Li, Chaowei Fang
Jun 12, 2026cs.LG

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.
Jinsu Kim, Jihoon Tack, Noah Lee +1
Jun 11, 2026eess.AS

Adaptive Turn-Taking for Real-time Multi-Party Voice Agents

Turn-taking in multi-party spoken conversations remains a fundamental challenge for voice-based agents, particularly under dynamic floor competition and varying user expectations. We propose ModeratorLM, a role-playing voice agent that conditions turn-taking behavior on an explicitly assigned role in multi-party settings. The system is built on a speech large language model operating in chunk-wise streaming manner. We further introduce a reasoning-augmented variant that incorporates chain-of-thought reasoning over conversational context and the assigned role. We construct RolePlayConv, a large-scale synthetic dataset of spoken multi-party conversations with diverse assistant roles. Experiments on real-world meeting data and RolePlayConv show improved turn-taking precision by over 40% and recall by more than 70%, while substantially reducing false-positive interruptions compared to non-role-conditioned baselines.
Soumyajit Mitra, Prabhat Pandey, Abhinav Jain +2
Jun 9, 2026cs.CL

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.
Benjamin Sturgeon, David Africa, Sid Black
Jun 4, 2026cs.CL

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.
Woojung Song, Nalim Kim, Sangjun Song +3
Jun 3, 2026cs.AI

Fog of Love: Engineering Virtuous Agent Behavior with Affinity-based Reinforcement Learning in a Game Environment

Instilling virtuous behavior in artificial intelligence has seen increasing interest. One of the techniques proposed is known as affinity-based reinforcement learning, which uses policy regularization on the objective function to incentivize virtuous actions without being fully dependent on the reward function design. Thus far, this technique has been demonstrated to be effective in grid worlds and toy-problem environments with minimal state and action spaces. To expand this research to more sophisticated environments, we introduce a two-player multi-agent environment based on the role-playing board game known as Fog of Love. In this environment, two agents compete to fulfill their individual virtues, while also cooperating to satisfy their relationship. Given the multi-agent nature, this is a complex problem where multi-agent deep deterministic policy gradient agents neither compete nor cooperate successfully. We present evidence that localized affinities enhance agent performance in achieving both competitive and cooperative objectives, resulting from superior overall scores in both domains. This not only results in virtuous choices but also clarifies an agent's teleology and makes its behavior human-level interpretable.
Ajay Vishwanath, Christian Omlin
Jun 1, 2026cs.AI

RoleCDE:Benchmarking and Mitigating Role-Alignment Trade-offs in Role-Playing Agents

Role-playing agents(RPAs) are widely used to steer large language models(LLMs) toward role-consistent behavior, yet existing benchmarks mainly evaluate surface-level fidelity and offer limited insight into decision making under role-alignment value conflicts. To address this gap, we introduce RoleCDE, the first benchmark designed to evaluate RPAs under structured conflicts between role-specific values and alignment-oriented constraints. RoleCDE formulates role-aware decision making as cognitive dilemma scenarios, jointly evaluating role-scenario grounding, value conflict resolution, and decision tendencies. The benchmark is constructed at scale, covering approximately 8k diverse role profiles and scenarios and nearly 24k dilemma instances across three difficulty levels and eight role categories. Evaluation of several mainstream LLMs reveals a "Role Value Decoupling" phenomenon, where agents systematically default to alignment-and morality-consistent decisions rather than role-specific values when the two conflict, even under explicit role conditioning. This behavior is largely invariant to dilemma difficulty but varies substantially across role categories. We further show that RoleCDE-based fine-tuning effectively mitigates this decoupling by improving value trade-off reasoning, while preserving general role-playing fidelity and general reasoning performance. Code is available at: https://github.com/rabbitrose/RoleCDE.
Huayi Lai, Shichao Song, Simin Niu +5
May 28, 2026cs.AI

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.
Yulei Ye, Wenhao Li, Zhong Wen +23
May 28, 2026cs.CL

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.
Rongsheng Zhang, Jiji Tang, Junnan Ren +6
May 25, 2026cs.CL

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.
Rongsheng Zhang, Ruofan Hu, Weijie Chen +7
May 25, 2026cs.CL

CRPO: Character-centric Group Relative Policy Optimization for Role-aware Reasoning in Role-playing Agents

Recent advancements in Reinforcement Learning (RL), particularly Group Relative Policy Optimization (GRPO), have significantly enhanced the reasoning capabilities of Large Language Models. However, applying these problem-centric optimization methods to role-playing agents often leads to a loss of character fidelity and style collapse, as they prioritize context-specific utility over persona alignment. To address this, we propose Character-Centric Group Relative Policy Optimization (CRPO), a framework designed to realign RL objectives with the role-playing task. CRPO improves character distinctiveness through three mechanisms: decoupling task logic from stylistic rewards to resolve gradient conflicts, dynamically adapting optimization constraints based on character complexity, and utilizing generic responses as negative baselines to prevent the model from reverting to a common distribution. Extensive experiments demonstrate that CRPO outperforms existing methods in consistency, emotion and others.
Yihong Tang, Kehai Chen, Liang Yue +2
May 16, 2026cs.AI

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.
Wenlong Shi, Jianxun Lian, Mingqi Wu +5
May 13, 2026cs.CL

BOOKMARKS: Efficient Active Storyline Memory for Role-playing

Memory systems are critical for role-playing agents (RPAs) to maintain long-horizon consistency. However, existing RPA memory methods (e.g., profiling) mainly rely on recurrent summarization, whose compression inevitably discards important details. To address this issue, we propose a search-based memory framework called BOOKMARKS, which actively initializes, maintains, and updates task-relevant pieces of bookmarks for the current task (e.g., character acting). A bookmark is structured as the answer to a question at a specific point in the storyline. For each current task, BOOKMARKS selects reusable existing bookmarks or initializes new ones (at storyline beginning) with useful questions. These bookmarks are then synchronized to the current story point, with their answers updated accordingly, so they can be efficiently reused in future grounding rounds. Compared with recurrent summarization, BOOKMARKS offers (1) active grounding for capturing task-specific details and (2) passive updating to avoid unnecessary computation. In implementation, BOOKMARKS supports concept, behavior, and state searches, each powered by an efficient synchronization method. BOOKMARKS significantly outperforms RPA memory baselines on 85 characters from 16 artifacts, demonstrating the effectiveness of search-based memory for RPAs.
Letian Peng, Ziche Liu, Yiming Huang +4
May 13, 2026cs.AI

Beyond Cooperative Simulators: Generating Realistic User Personas for Robust Evaluation of LLM Agents

Large Language Model (LLM) agents are increasingly deployed in settings where they interact with a wide variety of people, including users who are unclear, impatient, or reluctant to share information. However, collecting real interaction data at scale remains expensive. The field has turned to LLM-based user simulators as stand-ins, but these simulators inherit the behavior of their underlying models: cooperative and homogeneous. As a result, agents that appear strong in simulation often fail under the unseen, diverse communication patterns of real users. To narrow this gap, we introduce Persona Policies (PPol), a plug-and-play control layer that induces realistic behavioral variation in user simulators while preserving the original task goals. Rather than hand-crafting personas, we cast persona generation as an LLM-driven evolutionary program search that optimizes a Python generator to discover behaviors and translate them into task-preserving roleplay policies. Candidate generators are guided by a multi-objective fitness score combining human-likeness with broad coverage of human behavioral patterns. Once optimized, the generator produces a diverse population of human-like personas for any task in the domain. Across tau^2-bench retail and airline domains, evolved PPol programs yield 33-62% absolute gains in fitness score over the baseline simulator. In a blinded evaluation, annotators rated PPol-conditioned users as human 80.4% of the time, close to real human traces and nearly twice as frequently as baseline simulators. Agents trained with PPol are more robust to challenging, out-of-distribution behaviors, improving task success by +17% relative to training only on existing simulated interactions. This offers a novel approach to strengthen simulator-based evaluation and training without changing tasks or rewards.
Harshita Chopra, Kshitish Ghate, Aylin Caliskan +3
May 10, 2026cs.CL

Quantifying the Utility of User Simulators for Building Collaborative LLM Assistants

User simulators are increasingly leveraged to build interactive AI assistants, yet how to measure the quality of these simulators remains an open question. In this work, we show how simulator quality can be quantified in terms of its downstream utility: how an LLM assistant trained with this user simulator performs in the wild when interacting with real humans. In a controlled experiment where only the user simulator varies, we train LLM assistants via reinforcement learning against a spectrum of simulators, from an LLM prompted to role-play a user to one fine-tuned on human utterances from WildChat. As evaluation, we measure pairwise win rates in a user study with 283 participants and on WildBench, a benchmark derived from real human--AI conversations. Training against the role-playing LLM yields an assistant statistically indistinguishable from the initial assistant in our user study (51% win rate), whereas training against the fine-tuned simulator yields significant gains (58% over the initial and 57% over the one trained against role-playing). Closer inspection reveals three further patterns: methods for making role-playing LLMs more realistic (e.g., persona conditioning) improve trained assistants but do not close the gap to the fine-tuned simulator; scaling the simulator's model size benefits the fine-tuned simulator but yields no gain for role-playing ones; and assistants trained against role-playing simulators fail to generalize when paired with other simulators at test time, while the one trained against fine-tuned simulator does. Together, these results argue for grounding user simulators in real human behavior and measuring their quality by their downstream effect on real users.
Joseph Suh, Ayush Raj, Minwoo Kang +1
May 7, 2026cs.CL

VITA-QinYu: Expressive Spoken Language Model for Role-Playing and Singing

Human speech conveys expressiveness beyond linguistic content, including personality, mood, or performance elements, such as a comforting tone or humming a song, which we formalize as role-playing and singing. We present VITA-QinYu, the first expressive end-to-end (E2E) spoken language model (SLM) that goes beyond natural conversation to support both role-playing and singing generation. VITA-QinYu adopts a hybrid speech-text paradigm that extends interleaved text-audio modeling with multi-codebook audio tokens, a design enabling richer paralinguistic representation while preserving a clear separation between modalities to avoid interference. We further develop a comprehensive data generation pipeline to synthesize a total of 15.8K hours of natural conversation, role-playing, and singing data for training. VITA-QinYu demonstrates superior expressiveness, outperforming peer SLMs by 7 percentage points on objective role-playing benchmarks, and surpassing peer models by 0.13 points on a 5-point MOS scale for singing. Simultaneously, it achieves state-of-the-art conversational accuracy and fluency, exceeding prior SLMs by 1.38 and 4.98 percentage points on the C3 and URO benchmarks, respectively. We open-source our code and models and provide an easy-to-use demo with full-stack support for streaming and full-duplex interaction.
Jiacheng Xu, Heting Gao, Liufei Xie +8
May 6, 2026cs.AI

Reward-Decomposed Reinforcement Learning for Immersive Video Role-Playing

Text-based role-playing models can imitate character styles, but often fail to capture scene atmosphere and evolving tension, which are crucial for immersive applications such as VR games and interactive narratives. We study video-grounded role-playing dialogue and introduce EBM-RL (Eye--Brain--Mouth Reinforcement Learning), a decoupled GRPO-based framework that separates observation (<perception>), reasoning (<think>), and utterance generation (<answer>). This design mimics the human See-Think-Speak process, enabling the model to ground dialogue in visual perception before reasoning and response generation. To optimize this See-Think-Speak process, EBM-RL integrates complementary rewards for scene--text alignment, perceptual--cognitive utility, answer faithfulness, and format consistency. Extensive experiments show that EBM-RL substantially outperforms text-only role-playing baselines and larger-scale vision-language models on our immersive role-playing benchmark, improving both visual-atmosphere consistency and character authenticity. Moreover, EBM-RL demonstrates strong zero-shot transfer to out-of-domain VideoQA benchmarks without additional fine-tuning. We also release an open-source dataset for video-grounded role-playing dialogue.
Miao Wang, Yuling Shi, Yijiang Li +8
Apr 28, 2026cs.CL

From World-Gen to Quest-Line: A Dependency-Driven Prompt Pipeline for Coherent RPG Generation

Large Language Models (LLMs) have shown strong potential for narrative generation, but their use in complex, multi-layered role-playing game (RPG) worlds is still limited by issues of coherence, controllability, and structural consistency. This paper explores a dependency-aware, multi-stage prompt pipeline for procedural RPG content generation that models narrative dependencies through structured intermediate representations. The approach decomposes generation into sequential stages: world building, non-player character creation, player character creation, campaign-level quest planning, and quest expansion. Each stage conditions on structured JSON outputs from previous stages. By enforcing schemas and explicit data flow, the pipeline reduces narrative drift, limits hallucinations, and supports scalable creation of interconnected narrative elements. The system is evaluated qualitatively through human-centered analysis across multiple independent runs. Outputs are assessed using criteria such as structural completeness, internal consistency, narrative coherence, diversity, and actionability. Results show that the pipeline consistently generates logically sound and structurally valid RPG content, without quality degradation as complexity increases. Separating high-level campaign planning from detailed quest expansion improves both global structure and local storytelling. These findings suggest that dependency-aware prompt pipelines with structured intermediate representations are an effective design pattern for LLM-based procedural content generation. This approach may also generalize to other domains requiring sequential reasoning over evolving contextual states.
Dominik Borawski, Marta Szulc, Robert Chudy +2
Mar 4, 2026cs.CL

Rethinking Role-Playing Evaluation: Anonymous Benchmarking and a Systematic Study of Personality Effects

Large Language Models (LLMs) have shown remarkable potential in developing role-playing agents (RPAs). However, current evaluation frameworks rely heavily on well-known fictional characters, raising a critical concern: models may be leveraging their internal training memory of these characters rather than demonstrating role-playing capabilities. This reliance often leads to significant performance degradation when RPAs encounter unseen or out-of-distribution personas. To address this, we propose a more rigorous evaluation protocol designed to decouple role-playing proficiency from character recognition. Our experiments across multiple benchmarks demonstrate that anonymizing characters degrades performance, confirming that name exposure provides implicit cues that mask a model's true capability. To mitigate this, we investigate diverse personality augmentation as a method to enhance role fidelity in anonymous settings. We systematically analyze the impact of various personality-description methods on agent behavior and consistency. Our results show that incorporating personality information consistently improves RPA performance. This work establishes a more equitable evaluation standard and validates a scalable, personality-enhanced framework for constructing robust RPAs.
Ji-Lun Peng, Yun-Nung Chen
Jan 8, 2026cs.CL

Identifying and Mitigating Bottlenecks in Role-Playing Agents: A Systematic Study of Disentangling Character Profile Axes

While Large Language Model (LLM) role-playing agents have advanced rapidly, it remains unclear which profile elements genuinely drive role-playing quality. To bridge this gap, we introduce a systematic diagnostic framework that disentangles the impact of character profiles along three axes: Familiarity (Known vs. Unknown), Structure (Structured vs. Unstructured), and Disposition (Moral vs. Immoral). Utilizing a unified hierarchical schema (5 dimensions, 28 fields), we construct a controlled dataset of 211 personas and evaluate five LLMs on both single- and multi-turn interactions. Our results reveal a striking asymmetry: \textbf{Familiarity} and \textbf{Structure} show negligible impact, while \textbf{Disposition} produces large, consistent performance degradation for immoral characters across all conditions. Further analyses suggest that the Moral--Immoral gap is amplified by post-SFT alignment, and that this degradation varies substantially across profile attributes. To mitigate this bottleneck, we propose Field-Aware Contrastive Decoding (FACD), a training-free strategy that amplifies suppressed disposition-sensitive signals, significantly closing the performance gap without sacrificing moral-character performance.
Yonghyun Jun, Junhyuk Choi, Jeonghyun Park +3