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.
By Andrea Cera Palatsi, Samuel Martin-Gutierrez, Ana S. Cardenal, Max Pellert
arXiv:2610.03033v1 Announce Type: new
Abstract: Large language model (LLM)-based agents increasingly operate in multi-agent systems (MAS) characterised by strategic interaction. However, little is kn...
By Alessio Buscemi, Daniele Proverbio, Alessandro Di Stefano, The Anh Han, German Castignani, Pietro Li\`o
Fig (Finding Interactions in Games) is an agentic system that performs targeted elicitation interventions on game environments to study multiagent behaviors. It takes a natural‑language behavior description, decomposes it into sub‑behaviors, generates or selects appropriate social games, and applies interventions to the game engine, opponents, instructions, and context. The system evaluates model behavior using mechanical checks and synthetic rubric judgments, and human review validates the interventions, generated games, and evaluation mechanisms. In experiments, models attempted the target behavior in 45.2% of episodes on average for six test behaviors, and Fig’s interventions increased attempt rates by 10.9% compared to matched control games.
By Anrui Gu, Zhichao Wang, Nicolai Ouporov
The paper introduces SILICA, an open instrument designed to evaluate whether large language model (LLM) agent societies replicate human behavioural distributions. Using five environments with human‑anchored data and perturbations, the study finds that most LLMs only match human behaviour at initial stages, failing to reproduce end‑state cooperation or correct acceptance thresholds. The results suggest that current LLM societies can support exploratory claims but do not yet reliably emulate human social dynamics.
By Raad Bin Tareaf
arXiv:2607. 17948v1 Announce Type: new Abstract: Agent-based models (ABMs) rely on simple, explicit and reproducible rules for individual decision making, while complex collective behavior emerges from interactions among agents.
By Stefano Blando, Emanuele Guerrazzi, Riccardo Porcedda, Giuseppe Squillace, Max Tschaikowski, Andrea Vandin
arXiv:2610.15788v1 Announce Type: new
Abstract: Large language model (LLM) agents are increasingly deployed as teams, yet they fail in characteristically social ways: information holders stay silent,...
By Yirui Qi, Xiaoming Zhang, Jaehong Yoon
arXiv:2404. 02039v5 Announce Type: replace Abstract: Game environments provide rich, controllable settings that stimulate many aspects of real-world complexity.
By Sihao Hu, Tiansheng Huang, Gaowen Liu, Ramana Rao Kompella, Fatih Ilhan, Selim Furkan Tekin, Yichang Xu, Zachary Yahn, Ling Liu
PERSONAWEAVER is a new approach to procedural character generation that separates world building from behavioral specification, using manually curated banks of moral positions and conversational reactions to diversify character behavior. By applying this method across ten realistic and fantastical settings and three large language models, the system produces broader moral and interactional response distributions, varied interpersonal language, response length, sentiment, and less archetypal world attribute combinations compared to prior work.
By Maan Qraitem, Kate Saenko, Bryan A. Plummer
The paper introduces a deterministic, reproducible e‑commerce environment that pre‑commits customer and trajectory parameters, enabling a simulated consumer to attempt purchasing a target cart with the help of an evaluated model. The environment records every assistant action and state, allowing post‑trial evaluation of specific conversation components and applying penalties based on tool‑call accuracy. Using this setup, the authors benchmark eight open‑weight agents (20B–35B parameters) across 160 trials and 44 metrics, revealing nuanced performance issues such as under‑action, over‑purchase, unsupported product attributes, and poor search that are hidden by overall success rates.
By Nimit Shah, Haitz S\'aez de Oc\'ariz Borde
The paper introduces a new multi‑agent micro‑benchmark called Delay‑of‑Gratification, modeled after the Stanford marshmallow experiment, to evaluate large language models (LLMs) in long‑horizon, multi‑turn interactions. In the benchmark, ReAct agents use a per‑step “raise a question” tool under various constraints—social context (broadcast vs. isolated), persona traits (age, hedonic drive), and tool‑use policy (mandatory vs. optional). Across 19,200 trajectories, the study finds that most agents exhibit an early impulse to “eat,” only 75.9% persist to the end, and factors such as isolation and hedonic drive significantly influence survival and questioning behavior, with ablations showing that removing hedonic drive and age can improve completion rates.
By Olga Manakina, Igor Bogdanov, Chung-Horng Lung
arXiv:2608. 01193v1 Announce Type: cross Abstract: An AI development race creates a multi-agent safety dilemma.
By Phu Hoa Pham, Duy Minh Dao Sy, Trung Kiet Huynh, Phu Quy Nguyen Lam, Chi Nguyen Tran, Minh Trung Le, Phong Hao Le, Dinh Nam Nguyen, Thien Ky Nguyen Dong, Elias Fernandez Domingos, Le Hong Trang, The Anh Han
arXiv:2608.18265v2 Announce Type: replace-cross
Abstract: We introduce a general, easy-to-implement AI-based method for modeling and analyzing the structure and complexity of human behavior. We assig...
By Matthew O. Jackson, Benjamin S. Manning, Yutong Xie, Walter Yuan, Qiaozhu Mei