Pedestrian simulators need a behaviour rule for every agent, but privacy usually limits the data for setting one to aggregate statistics, namely zone-level device counts and origin-to-destination (OD) flows, with no individual trajectories. Such aggregates under-determine individual behaviour, because many different sets of decisions reproduce the same counts. We fine-tune a language model crowd agent so that the simulated population matches the observed destination composition, the fraction of the departing crowd heading to each point of interest. We read this target from the OD flow and reweight the model's own destination distribution onto it by iterative proportional fitting. Because fine-tuning inflates the dominant destination class, we fit the low-rank adapter to trajectories resampled to a corrected training composition that reaches the target after this inflation. On mobile network counts from two baseball games the fine-tuned agent runs without inference-time correction, cutting the destination-share error by 25%, while the grid correlation remains similar across policies.
This paper studies the behavior of language models in a multi-agent crowd simulation, focusing on how affect propagates among agents that perceive and appraise one another. Each agent perceives its neighbors through visual, auditory, and tactile channels, then appraises these perceptions in light of its prompted personality profile, memory, current affective state, and situational context. Appraisal is carried out by an LLM, which updates the agent's internal affective state and selects its outward expression. The architecture contains no hand-authored mechanism for directly transferring affective state between agents; instead, inter-agent influence arises through the perception-appraisal-expression loop. The agent representation draws on the Big Five personality model and Russell's circumplex model of affect. To limit latency, low-level steering and navigation are handled by a conventional crowd simulator operating independently of the LLM-based cognitive layer. We evaluate the architecture across five scenario environments spanning alarming, joyful, and neutral situations in different spatial layouts. The results show that the system produces emotional contagion dynamics with spatial, temporal, and personality-dependent structure in sparse, small crowds. Alarm spreads from seeded agents as a traveling front, the mean alarmed fraction settles at a nonzero plateau, and the distribution of prompted personality profiles determines whether an ambiguous alarm ignites panic and whether a provocation is interpreted as anger or fear. We further evaluate the appraisal step through controlled experiments across prompt variants, sampling temperatures, and four model backends, showing that the dynamics are backend-dependent.