Using a large language model to play the user is now standard in scalable evaluation. It has a repeatedly diagnosed failure: the simulated user is excessively cooperative, so a system under test can score by the sheer number of questions it asks rather than by making the user willing to speak. We answer with a disclosure gate conditioning information release on the companion agent's behaviour: its state is a ladder of five ordered gates, merged onto three observable depth layers. We specify, ablate, and audit it, and train a user simulator against that specification. Gating behaviour is learned from the training corpus's synthetic branch, while the real branch supplies how people speak and react; after training, the simulator need not be told at runtime which gate each item sits behind. The gate is a load-bearing component of the environment: on the English corpus of a published companion-agent benchmark (CompanionBench), once training no longer states per example which gate each item sits behind, the largest rank displacement across 12 systems under test exceeds the noise band set by re-running that environment under a new seed, while per-system scores show no detectable change. We state two acceptance criteria: a ranking must be order-preserving, and absolute scores must be scale-stable. Of the candidates we examine, only one passes both -- the simulator we release -- and its leaderboard correlates at 0.993 with the benchmark's original simulator. By contrast, prompting a frontier model as the simulator barely moves the ranking while shifting every score upward -- a shift invisible to anyone checking the ranking alone. The environment we specify is the one that benchmark already used. That publication describes the mechanism in about four hundred words, and we supply what it lacked: specification, ablations, human studies, negative controls, and downstream sensitivity analysis.
Large language models are increasingly used as agentic workflow executors, yet existing training data and benchmarks largely assume informationally complete, single-turn queries. Our analysis of 16K real-world sessions shows that 75.9% of interactions are multi-turn, revealing a substantial gap between how users interact with agents and how such systems are trained and evaluated. We introduce \textbf{PersonaForge}, a user simulation framework for synthesizing realistic multi-turn user--agent interactions. PersonaForge combines a four-dimensional persona space, SOUL-driven behavioral control calibrated to real-user statistics, and Reverse Deep Construction grounded in authentic seed queries. Using PersonaForge, we construct a 6.3K-record training dataset and \textbf{PersonaForge-Bench}, a manually annotated 138-task benchmark spanning over 20 professional domains with four-dimensional scoring. Experiments on Qwen3.5-27B show that PersonaForge training improves the composite score by +4.1%, with gains across all four dimensions and the largest improvements in Task Completion (+6.0%) and Response Quality (+6.8%). Further analyses show that PersonaForge-trained agents use fewer turns and tool calls, suggesting improved interaction efficiency, while ablations confirm the contribution of SOUL components and adaptive simulation. Together, PersonaForge and PersonaForge-Bench establish a foundation for training and evaluating agents under realistic multi-turn user interaction.
User behavior simulation with large language models~(LLMs) is increasingly used to support multi-agent ecosystem simulation. Existing simulators typically rely on static user profiles inferred from historical observations, which become inadequate in socially intensive environments such as live streaming where interaction dynamics continuously reshape user behavior. We propose \textbf{LiveSim}, an LLM-based framework for live-stream ecosystem simulation. It represents users as editable behavioral hypotheses and progressively refines them through trajectory-grounded interactions, where discrepancies between simulated and observed trajectories reveal missing environmental shaping effects. These signals are further extracted as transferable environment-behavior patterns and accumulated in a collective behavioral memory to improve user-level behavioral fidelity and support ecosystem-level simulation. Experiments on real-world live-stream risk-control data validate the effectiveness of LiveSim in improving user-level behavioral fidelity and enabling ecosystem-level analysis of risk evolution and platform intervention effects.
Residential virtual power plants (VPPs) can provide grid flexibility by shifting household demand, but physical flexibility becomes dependable capacity only when residents authorize a plan and the promised response is delivered. Existing benchmarks evaluate control but omit event-specific authorization. We present EnergyBridge, a benchmark and agent framework connecting capacity reporting, household authorization, and physical execution. It combines region-specific EnergyPlus environments for Tianjin and Berlin with an LLM-based User Participation Simulator. Against 584 persona- and event-matched human role-play judgments, the LLM-based User Participation Simulator preserves method ordering with a 5.3-point mean absolute acceptance error. Across conventional controllers and agent baselines, EnergyBridge achieves the highest simulated authorization, lowest event-window energy, and the most reliable capacity commitment in both regions. We release human data and codes for reproducible human-centered grid-flexibility research: https://github.com/Agentic-Intelligence-Lab/EnergyBridge.
Personal AI assistants are increasingly deployed as task-oriented, tool-augmented agents that operate within unified service environments to support everyday user activities. In realistic settings, such assistants must reason over persistent user state, respect user-specific configurations and permissions, and sustain long-horizon, constraint-aware interactions across multiple services. Existing benchmarks, however, often fragment service contexts or abstract away user state, limiting their ability to evaluate user-centric personal assistant behavior in realistic service settings. We introduce PAUSE, a user-centric benchmark for evaluating personal AI assistants in stateful, service-integrated environments. PAUSE captures core challenges of real-world assistant deployment by requiring agents to coordinate actions across heterogeneous user-owned resources while maintaining consistency with environment state, authorization constraints over multi-turn interactions. The benchmark incorporates explicit user-agent interaction via realistic user simulation, enabling evaluation beyond static tool execution. To support principled and reproducible evaluation, PAUSE adopts a multi-regime evaluation framework aligned with task characteristics. Open-ended service management tasks are assessed using semantic and trajectory-level behavioral metrics, while constraint-intensive tasks admit deterministic, state-based verification. Benchmark results show that even state-of-the-art proprietary models fail to reach 70% task completion on scenarios requiring stateful reasoning and configuration awareness, revealing consistent and interpretable failure patterns. Finally, we present a user-centric synthesis pipeline that enables scalable generation of coherent service environments, user configurations, and reliably annotated tasks, supporting benchmark extensibility and future research.
Current benchmarks for language models primarily evaluate execution on fully specified tasks. However, real user tasks are often ambiguous. Users arrive with incomplete, exploratory, or even inconsistent goals, requiring the assistant to first determine the intended task before carrying it out. We study this problem as task alignment: the ability to align with a user on their intended task. We introduce a general framework for converting specified tasks into underspecified interactions, formalized as a POMDP in which the model must infer a latent task from partial and evolving user intent. We validate our user simulator post hoc with a human user study. Across shopping, coding, and professional work settings, we find that while models often perform well once the task is specified, models still struggle with task alignment: current models act prematurely, interact ineffectively, and fail to resolve ambiguous requests. Models on average recover the user's intended task only 22-32% of the time under ambiguity. In a human study in the same setting, humans reach 48%, outperforming all evaluated models. We show that post-training with supervised fine-tuning and reinforcement learning improves task alignment, but models still lag behind humans in resolving uncertainty through interaction. Together, our results suggest that current models still lack key interaction abilities required for reliable agency.
As LLM-based conversational agents advance toward increasingly open-ended and interaction-intensive scenarios, task completion alone provides an incomplete assessment of their effectiveness. The evolution of users' internal states, including beliefs, desires, intentions, and emotions (BDI/E), serves as an intermediate signal connecting agent behaviors with interaction outcomes and reflects how conversational strategies shape users during multi-turn interactions. However, existing evaluation paradigms primarily focus on surface-level responses or final outcomes, providing limited insight into the underlying cognitive processes. This limitation makes it difficult to diagnose why agents succeed or fail and to optimize their interaction strategies. To address this challenge, we propose Cognitive World Model (CogWM), an LLM-based cognitive user model that jointly models users' BDI/E states and corresponding responses, enabling explicit cognitive trajectory tracking. Trained on 150K user-turn samples with Qwen3-14B, CogWM achieves superior performance over existing user simulation baselines in both response fidelity and cognitive state understanding. Interactions with six state-of-the-art LLMs demonstrate that CogWM enables progressive comparison of agents through cognitive trajectories, revealing distinct agent patterns and complementary relationships between cognitive evolution and behavioral outcomes.
Yingshan Susan Wang, Cedegao E. Zhang, Linlu Qiu +5cs.CL
Learning to simulate human users in interactive settings could advance the training of agent assistants, evaluation of personalization systems, research in the social sciences, and more. Existing approaches generally do so by training a large language model (LLM) to match a single ground truth response, either by maximizing the log probability or by using a similarity reward. We instead propose {Turing-RL}: a Turing-Test-based reinforcement learning approach for training user simulator models. {Turing-RL} uses a discriminative Turing reward with an LLM judge to score how indistinguishable a generated response is from the real user's given the user's history, and the user simulator LLM learns to produce responses indistinguishable from what the user could have said with such rewards. Across two different domains--conversational chat and Reddit forum discussion--we find that {Turing-RL} consistently outperforms baseline methods on both LLM and human evaluation metrics. Our study suggests that optimizing for indistinguishability, rather than response matching, is effective for learning user simulators.
Equipping Large Language Models (LLMs) with human-like personas is crucial for agentic applications, such as role-play and user simulation. Traditional prompt-based methods rely on descriptive conditioning by injecting static textual profiles, which often makes agents show generic behaviors due to a lack of realistic life memory. To fill this gap, we introduce memory-based conditioning, a paradigm inspired by the cognitive psychology, which replaces abstract profiles with an autobiographical memory base, enabling frozen LLMs to dynamically retrieve situation-relevant memory to guide their behaviors. We formalize its enabling task as customized lifelong memory synthesis and propose MemoryForge, a novel framework to synthesize such lifelong memory from brief target personas. MemoryForge has three key components: a context generator for socio-historical grounding, a life organizer for developmental coherence toward the target identity, and a multi-resolution simulator that balances broad temporal summaries with high-fidelity episodic experiences. Experiments on PersonaGym for role-play and SimulatorArena for user-simulation, show that the synthesized memory base by MemoryForge enables frozen LLMs to exhibit more human-like behaviors than strong descriptive conditioning baselines across multiple metrics and LLM backbones.
Evaluation remains a critical bottleneck for interactive agent development. Existing evaluation methods often rely on static benchmarks, which fail to capture the dynamic, multi-step nature of agentic behavior and struggle to expose meaningful failure modes. While user-simulation-based evaluation offers a promising alternative, existing simulation frameworks suffer from two major limitations. First, they provide limited mechanisms for evaluating the quality and comprehensiveness of simulated interactions, making it difficult to assess whether a simulator sufficiently explores an agent's capabilities and failure modes. Second, most frameworks are restricted to either UI-only actions or API-only actions, limiting their ability to model the full range of realistic user behaviors. To address these limitations, we propose VISTA, a Versatile Interactive user Simulation Toolkit for Agent evaluation. Our toolkit includes a suite of six metrics for measuring the realism, capability coverage, and interaction effectiveness of simulated interactions. In addition, we develop a hybrid user simulator that integrates both UI-based interactions and API-based interactions, enabling more realistic and comprehensive evaluation across diverse interactive environments. We evaluate VISTA in e-commerce shopping and education customer service settings and demonstrate that it produces more realistic and comprehensive evaluations than existing methods.
Evaluating LLM agents in realistic service scenarios requires complex task dependencies, imperfect user behavior, and an evaluation that accommodates multiple valid solutions. We introduce CRAB-Bench (Constraint-based Realistic Agent Benchmark) and RUSE (Realistic User Simulation Engine) to address this gap. CRAB-Bench generates tasks via a constraint graph over multiple interdependent entities with structured distractors, requiring agents to reason carefully over thousands of misleading candidates where only a tiny fraction of solutions are valid. RUSE replaces cooperative, template-like simulators with realistic users grounded in human behavioral studies, instantiated across diverse personas and four behavioral dimensions. Experiments on four frontier LLM agents show that the best model achieves only 61% pass@1 on CRAB-Bench, and switching to RUSE causes further drops of up to 57%, concentrated in task-solving ability rather than conversational quality. Information Disclosure is the most damaging behavioral dimension, and agents interacting with RUSE are less likely to admit mistakes, instead masking errors through implicit corrections.
Proactive task-oriented dialogue (TOD), such as outbound sales, demands a persuasive agent that actively probes the user's concerns and steers the conversation toward acceptance within a bounded number of turns. Yet post-trained LLMs are inherently conservative, and reward-shaping RL (e.g., GRPO) struggles since it only re-weights what an already passive policy samples. We show that conditioning on the user's latent concerns unlocks proactive capability that no amount of sampling can undermine, establishing these concerns as a pivotal training-time signal. To operationalize this finding, we build the \textbf{Cognitive User Simulator}, which models each user as a stratified persona comprising observable external traits and hidden internal concerns. The simulator produces faithful and diverse interactions, while emitting per-turn state dynamics that track persuasion progress. We then introduce \textbf{Simulator-Induced Asymmetric-View Policy Optimization}, which converts the modeled concerns and the simulation state transition into complementary training objectives: (1) \emph{Asymmetric On-Policy Self-Distillation} that transfers concern-aware behavior from a privileged view of the same policy into its deployable, conversation-only view; and (2) \emph{State-Transition Policy Refinement} ...