Beyond Recall: Behavioral Specification as an Interpretive Layer for AI Personalization
arXiv:2605. 28969v2 Announce Type: replace-cross Abstract: If an AI agent makes decisions on a person's behalf, those decisions must align with its user.
arXiv:2608. 16196v1 Announce Type: new Abstract: Personalized game generation requires inferring a player's abilities and behavioral style from how they play.
arXiv:2605. 28969v2 Announce Type: replace-cross Abstract: If an AI agent makes decisions on a person's behalf, those decisions must align with its user.
arXiv:2605. 09159v2 Announce Type: replace Abstract: Recent work shows that large language models (LLMs) encode behavioral traits ("personas") as linear directions in activation space, often called "persona vectors".
The paper investigates whether human psychometric questionnaires can reliably characterize large language models (LLMs) in everyday interactions. By comparing eight open‑source LLMs’ value and personality profiles from Likert self‑reports (PVQ‑40/21 and BFI‑44/10) with generation probabilities on value‑laden user queries, the authors find substantial divergence between the two methods. The study shows that questionnaire items contain explicit lexical cues that lead models to respond in socially desirable ways, whereas realistic user queries lack such cues, and demographic persona prompts shift questionnaire responses but not generation outputs, indicating that questionnaire scores overestimate LLMs’ true behavioral tendencies.
arXiv:2411. 10109v3 Announce Type: replace Abstract: Machine learning can predict human behavior well when substantial structured data are available for well-defined outcomes.
arXiv:2402.14879v2 Announce Type: replace-cross Abstract: To enhance immersion and engagement in video games, the design of Affective Non-Player Characters (ANPCs) is a key focus for researchers and...
S3Gym is an interactive benchmark designed to evaluate large language models (LLMs) on their ability to self-improve through self-testing, self-judging, and self-improvement. It separates permissive exploration from strict held-out evaluation across seven text-based games with executable environment verifiers. Experiments show that self-improvement varies by task, with different experience incorporation pathways (direct history, summary memory, or parameter training) yielding mixed results and highlighting the need for agents to transform feedback into executable, transferable policies.
arXiv:2608. 16747v1 Announce Type: cross Abstract: Many areas of AI research, such as language model interpretability and chain of thought faithfulness, seek to explain model behaviors.
arXiv:2511. 04500v3 Announce Type: replace Abstract: Large language models (LLMs) are increasingly deployed as decision-making agents in high-stakes domains and as imitators of human behavior in the social and behavioral sciences.
arXiv:2609.25001v1 Announce Type: new Abstract: Modern video games provide a measurable testbed for AI models, combining abilities of visual understanding, instruction decomposition, goal planning, a...
arXiv:2607. 00190v1 Announce Type: cross Abstract: Recent advances in reinforcement learning have produced superhuman agents across a wide range of competitive games.
arXiv:2510. 22170v3 Announce Type: replace Abstract: Persona conditioning is widely used to steer large language model (LLM) behavior, but it is unclear whether it induces stable behavioral structure or superficial variation.
arXiv:2609.39882v1 Announce Type: new Abstract: Pre-training equips large language models (LLMs) with a broad repertoire of behavioral patterns associated with roles, styles, values, and goals. Post-...