one dataset · paper, tables, graph, wiki
simgrammar the grammar of simulation

mechanism

Two approaches. Grounded agents put a person's two-hour interview transcript (or survey answers) in the prompt of a generative agent and ask it to answer new questions as that person; accuracy is normalized by how consistently the real person answers the same items two weeks later. Fine-tuned choice models transcribe experiments into natural language and train a model to predict each trial's choice: Centaur adds rank-8 QLoRA adapters (about 0.15% of parameters) to a frozen 4-bit Llama 3.1 70B and trains one epoch on Psych-101 (160 experiments, 60,092 participants, 10,681,650 choices), scoring held-out participants by negative log-likelihood against cognitive models. Earlier silicon-sample work conditions a model on demographic backstories to reproduce subgroup response distributions. In games the same pipeline would predict how players or simulated citizens choose among options described in text.

limitations

  • Psych-101 is skewed toward WEIRD participants and toward learning and decision-making tasks; individual differences such as age were not in the prompts.
  • Critics show Centaur performs well even without valid instructions, so its predictions on new game situations may track surface statistics.
  • Interview-grounded agents need hours of data per person, which raises consent and privacy questions for player data.
  • Centaur's 70B base needed about five days on one A100 to fine-tune; the 8B Minitaur variant generalized less robustly.
  • No study yet validates these models on choices inside games, where options are visual, timed, and repeated.

relations

10 stored edges
affects

Advertising and awareness

Segment-level response to advertising predicted from models of human choice instead of a flat awareness multiplier.

Deepens
affects

Crowd preferences

Visitor populations could be drawn from person-grounded profiles whose preferences and tolerances are measured against real people rather than sampled from designer distributions.

Deepens
affects

Customer value choice

Customer purchase decisions could be sampled from a model trained on human choice data, giving realistic heterogeneity and biases, instead of utility = value x preference - price with hand-set weights.

Replaces substrate
affects

Dilemma cards

Before ship, designers could estimate option pick rates for each card by querying a choice model on the card text; untested on game content.

Tunes / balances
affects

Elections

Simulated electorates could be built from survey-grounded agents that reproduce subgroup opinion distributions, so vote shares respond to issues the way measured populations do.

Deepens
affects

Interest groups

A group's preferences over policies could be derived from simulated members (silicon samples) rather than a single authored ideology vector.

Deepens
affects

Negotiation

Counterparties whose acceptance follows models of human bargaining (fairness, anchoring) rather than a single reservation price.

Deepens
affects

Personality traits

A character's disposition can be a rich text profile whose predicted Big Five scores and economic-game behavior match a real respondent, rather than a few discrete trait tags.

Deepens
affects

Travel mode choice

Mode-choice weights for time, cost, and comfort can be fitted to predicted human choices instead of hand-set.

Tunes / balances

backlinks

computed from other records

claims

5 with sources
c01high

Agents built from two-hour interviews with 1,052 U.S. adults replicated General Social Survey answers 85% as accurately as participants replicated their own answers two weeks later, and performed comparably on Big Five traits, five economic games, and five experiments, with smaller accuracy gaps across racial and ideological groups than demographics-only agents.

src-stanford-hai-2025-simulating-human-behavior, src-park-2024-1000-people

c02medium

The later arXiv version reports normalized GSS accuracy of 83% for interview-only, 82% survey-only, 86% combined, and 74% demographics-only agents.

src-park-2024-1000-people

c03high

Centaur predicted held-out participants better than 14 cognitive and statistical models and generalized to new cover stories, structural task changes, and new domains; the authors propose it for in silico prototyping of experiments.

src-binz-2025-centaur

c04medium

With task instructions removed or replaced by misleading ones, Centaur still generally beat domain-specific cognitive models, which its critics read as reliance on statistical cues rather than understanding the task.

src-liu-2025-centaur-instruction-understanding, src-orr-2025-not-even-wrong

c05high

Earlier work showed GPT-3 conditioned on survey backstories reproduces subgroup response distributions (algorithmic fidelity), while GPT-4-era models replicated classic experiments but showed a hyper-accuracy distortion on wisdom-of-crowds questions.

src-argyle-2023-out-of-one-many, src-aher-2022-turing-experiments

sources

7
Joon Sung Park, Carolyn Q. Zou, Jonne Kamphorst (2024-11-15). Generative Agent Simulations of 1,000 People. arXiv
Joon Sung Park, Carolyn Q. Zou, Aaron Shaw (2025-05-20). Simulating Human Behavior with AI Agents. Stanford HAI policy brief
Marcel Binz, Elif Akata, Matthias Bethge (2025-07-02). A foundation model to predict and capture human cognition. Nature 644, 1002-1009
Mark Orr, Drew Cranford, Ken Ford (2025-09-30). Not Even Wrong: On the Limits of Prediction as Explanation in Cognitive Science. arXiv
Lisa P. Argyle, Ethan C. Busby, Nancy Fulda (2023). Out of One, Many: Using Language Models to Simulate Human Samples. Political Analysis
Gati Aher, Rosa I. Arriaga, Adam Tauman Kalai (2022-08-18). Using Large Language Models to Simulate Multiple Humans and Replicate Human Subject Studies. arXiv

provenance

runs in log/runs
2026-10-24
created2026-10-24-techniques-llm-agentstechnique
2026-10-24
reviewed2026-10-24-technique-linkstechnique