ChatSOP: An SOP-Guided MCTS Planning Framework for Controllable LLM Dialogue Agents
arXiv:2407. 03884v4 Announce Type: replace-cross Abstract: Dialogue agents powered by Large Language Models (LLMs) show superior performance in various tasks.
TalkMatrix is a method for generating character dialogue that balances consistency and diversity across multiple prompts. It produces several candidate lines for each character-situation pair and then jointly selects a complete matrix of lines by optimizing embedding-based consistency and diversity objectives. The approach uses a two‑level minimax formulation and multi‑start coordinate ascent to approximate the discrete optimization, outperforming random, independent, and other baseline selection strategies in experiments on synthetic and board‑game role‑playing scenarios.
arXiv:2407. 03884v4 Announce Type: replace-cross Abstract: Dialogue agents powered by Large Language Models (LLMs) show superior performance in various tasks.
arXiv:2607. 17191v1 Announce Type: new Abstract: 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.
arXiv:2609.22607v1 Announce Type: new Abstract: We argue here that the current dominant practice in LLM human simulation: prompting instruction-tuned assistant language models to role-play personas,...
arXiv:2607. 27816v2 Announce Type: replace-cross Abstract: Role-playing agents (RPAs) have become one of the most important consumer applications of large language models.
The paper presents a post‑training recipe for small dialogue‑game agents that involves three steps: acquiring broad game participation via supervised fine‑tuning, repairing specific local failures with turn‑local preference pairs, and preserving general capabilities. Applied to the LM Playschool Challenge, the method raises the public clemscore from 10.67 to 38.92 and the closed in‑domain score from 13.41 to 41.17 while keeping overall static performance nearly unchanged. The gains are mainly within the targeted game family, with limited improvement on out‑of‑domain clemscore.
Hy‑MultiTurn is a Chinese benchmark designed to evaluate deep multi‑turn dialogue understanding over long interactions. It introduces six controlled evaluation modes—constraint memory, precise execution, constraint synthesis, object localization, action suppression, and reference resolution—across 209 tasks ranging from 12 to 76 turns, incorporating dialogue length, irrelevant distractions, and colloquial phrasing. Testing 22 state‑of‑the‑art models shows the benchmark is highly challenging, with even the best model meeting all criteria only 41.1% of the time and no model excelling in every mode.
arXiv:2608. 06975v1 Announce Type: cross Abstract: Long-horizon role-playing demands that characters remain recognizable as they evolve with the narrative.
SIT‑Eval is a framework that evaluates conversational agents by sampling diverse situations at each turn and judging responses against situational rules. It uses an LLM‑interlocutor to generate uniformly sampled contexts and a context‑aware LLM‑judge to assess rule compliance. Benchmarking eight large language models on 1,292 turns uncovered hidden failure modes, showing that models with similar overall scores can differ greatly in rule adherence, especially in ambiguity clarification and Socratic questioning.
PlanPO introduces a group planning-aware policy optimization method for multi-turn agentic large language models, addressing the issue of advantage collapse caused by treating all successful trajectories equally. By incorporating coarse-to-fine advantage signals that reflect differences in trajectory and turn lengths, PlanPO encourages agents to learn generalizable planning and generation behaviors. Experiments show a 27.2% average improvement over GRPO on benchmarks such as ALFWorld, WebShop, and SciWorld, with minimal extra training cost.
arXiv:2604. 11741v2 Announce Type: replace Abstract: Vision-language models (VLMs) have shown impressive capabilities in perceptual tasks, yet they degrade in complex multi-hop reasoning under multiplayer game settings with imperfect and deceptive information.
arXiv:2608.21969v1 Announce Type: new Abstract: Humans have multiple levels of temporal abstractions on daily interaction and thinking, such as concept perception and strategic planning. Inspired by...
Dialogue games represent a challenging setting where complex cognitive skills are required to accomplish tasks while coordinating with other players. Considering that language represents an interface...