arXiv AI

AgentMonopoly: Behavioral Patterns and Persona Control in LLM Agents

AgentMonopoly is a new environment that lets large language model agents play a property‑trading game while communicating with each other. The study compares models from four families and two sizes, examining how often they trade, waive rent, and manage cash and properties, and tests whether giving an agent a persona description changes its language and actions. Results show that larger models do not always win more games and that persona instructions alter wording and some actions, but not consistently across all decisions, highlighting the need to evaluate persona adherence through both language and outcomes.

arXiv AI
Oct 23

Fig: Automated Multiagent Behavior Elicitor

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
arXiv Computation and Language
Aug 31

Benchmarking large language model agent societies against human behavioural distributions

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 Computation and Language
Sep 23

PERSONAWEAVER: Controllable Diversity Beyond Conventional Archetypes in Procedural Character Generation

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
arXiv Machine Learning
Sep 16

Evaluating Open-Weight E-Commerce Agents with Environment-Grounded Verification

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
arXiv AI
Sep 25

Delay-of-Gratification as a Multi-Agent Survival Micro-benchmark for Long-Horizon LLMs: Social Exposure, Personas, and Tool Use Budgets

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