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.
By Aarik Gulaya
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".
By Nils A. Herrmann, Leander Girrbach, Kirill Bykov, Zeynep Akata
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.
By Woojung Song, Dongmin Choi, Yoonah Park, Jongwook Han, Eun-Ju Lee, Yohan Jo
arXiv:2411. 10109v3 Announce Type: replace Abstract: Machine learning can predict human behavior well when substantial structured data are available for well-defined outcomes.
By Joon Sung Park, Carolyn Q. Zou, Jonne Kamphorst, Niles Egan, Aaron Shaw, Benjamin Mako Hill, Carrie Cai, Meredith Ringel Morris, Percy Liang, Robb Willer, Michael S. Bernstein
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...
By Lawrence J. Klinkert, Stephanie Buongiorno, Corey Clark
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.
By Jiajun Shi, Siyuan Tao, Yuhao Wu, Zexuan Wang, Jingyuan Zhang, Jiaheng Liu, Xinping Lei, Xinrong Zhang, Siyuan Fang, Zhewen Tan, Tianle Cai, Junhao Fang, Jiameng Huang, Yueyang Wang, Jinkai Liu, Yuxuan Zhang, Jian Yang, Zhoujun Li, Shen Yan, Wenhao Huang, Ge Zhang