12.4CLApr 28
Can LLM Agents Simulate Multi-Turn Human Behavior? Evidence from Real Online Customer Behavior DataYuxuan Lu, Jing Huang, Yan Han et al.
Recent research shows that LLM Agents can generate ``believable'' human behaviors via prompt-only methods, and such agents have been increasingly adopted in downstream applications. However, existing evaluation of these agents only focuses on qualitative believability (whether human raters think they are accurate), leaving open questions of whether LLM agents can accurately generate step-by-step actions mimicking a particular human's behavior in a multi-turn interaction task. In this work, we take shopping as a case study and present the first large-scale quantitative evaluation of state-of-the-art LLMs' ability to accurately simulate human behavior. Using real-world data from 31,865 online shopping sessions containing 230,965 user actions, our evaluation reveals that prompt-based LLMs (DeepSeek-R1, Llama, Claude) achieve only 11.86% accuracy in generating human actions, highlighting a substantial gap in actual behavioral accuracy. Through experiments, we also showcase that strategies as simple as fine-tuning LLMs on real human click-through data augmented with synthesized reasoning traces can greatly enhance models' performance. The fine-tuned Qwen2.5-7B achieves 17.26% action generation accuracy and 33.86% F1 score on final purchase prediction, representing substantial improvements of 5.4% and 13.85% over prompt-only baselines. This work establishes the first rigorous benchmark for human behavior simulation and provides actionable insights for developing more accurate LLM agents for future downstream applications.
28.7CLFeb 18, 2025
Stepwise Perplexity-Guided Refinement for Efficient Chain-of-Thought Reasoning in Large Language ModelsYingqian Cui, Pengfei He, Jingying Zeng et al.
Chain-of-Thought (CoT) reasoning, which breaks down complex tasks into intermediate reasoning steps, has significantly enhanced the performance of large language models (LLMs) on challenging tasks. However, the detailed reasoning process in CoT often incurs long generation times and high computational costs, partly due to the inclusion of unnecessary steps. To address this, we propose a method to identify critical reasoning steps using perplexity as a measure of their importance: a step is deemed critical if its removal causes a significant increase in perplexity. Our method enables models to focus solely on generating these critical steps. This can be achieved through two approaches: refining demonstration examples in few-shot CoT or fine-tuning the model using selected examples that include only critical steps. Comprehensive experiments validate the effectiveness of our method, which achieves a better balance between the reasoning accuracy and efficiency of CoT.
13.0CLMar 26, 2025
Can LLM Agents Simulate Multi-Turn Human Behavior? Evidence from Real Online Customer Behavior DataYuxuan Lu, Jing Huang, Yan Han et al.
Recent research shows that LLM Agents can generate ``believable'' human behaviors via prompt-only methods, and such agents have been increasingly adopted in downstream applications. However, existing evaluation of these agents only focuses on qualitative believability (whether human raters think they are accurate), leaving open questions of whether LLM agents can accurately generate step-by-step actions mimicking a particular human's behavior in a multi-turn interaction task. In this work, we take shopping as a case study and present the first large-scale quantitative evaluation of state-of-the-art LLMs' ability to accurately simulate human behavior. Using real-world data from 31,865 online shopping sessions containing 230,965 user actions, our evaluation reveals that prompt-based LLMs (DeepSeek-R1, Llama, Claude) achieve only 11.86% accuracy in generating human actions, highlighting a substantial gap in actual behavioral accuracy. Through experiments, we also showcase that strategies as simple as fine-tuning LLMs on real human click-through data augmented with synthesized reasoning traces can greatly enhance models' performance. The fine-tuned Qwen2.5-7B achieves 17.26% action generation accuracy and 33.86% F1 score on final purchase prediction, representing substantial improvements of 5.4% and 13.85% over prompt-only baselines. This work establishes the first rigorous benchmark for human behavior simulation and provides actionable insights for developing more accurate LLM agents for future downstream applications.
14.2ASNov 4, 2019
Speaker-invariant Affective Representation Learning via Adversarial TrainingHaoqi Li, Ming Tu, Jing Huang et al.
Representation learning for speech emotion recognition is challenging due to labeled data sparsity issue and lack of gold standard references. In addition, there is much variability from input speech signals, human subjective perception of the signals and emotion label ambiguity. In this paper, we propose a machine learning framework to obtain speech emotion representations by limiting the effect of speaker variability in the speech signals. Specifically, we propose to disentangle the speaker characteristics from emotion through an adversarial training network in order to better represent emotion. Our method combines the gradient reversal technique with an entropy loss function to remove such speaker information. Our approach is evaluated on both IEMOCAP and CMU-MOSEI datasets. We show that our method improves speech emotion classification and increases generalization to unseen speakers.
10.3ASMar 22, 2019
Towards adversarial learning of speaker-invariant representation for speech emotion recognitionMing Tu, Yun Tang, Jing Huang et al.
Speech emotion recognition (SER) has attracted great attention in recent years due to the high demand for emotionally intelligent speech interfaces. Deriving speaker-invariant representations for speech emotion recognition is crucial. In this paper, we propose to apply adversarial training to SER to learn speaker-invariant representations. Our model consists of three parts: a representation learning sub-network with time-delay neural network (TDNN) and LSTM with statistical pooling, an emotion classification network and a speaker classification network. Both the emotion and speaker classification network take the output of the representation learning network as input. Two training strategies are employed: one based on domain adversarial training (DAT) and the other one based on cross-gradient training (CGT). Besides the conventional data set, we also evaluate our proposed models on a much larger publicly available emotion data set with 250 speakers. Evaluation results show that on IEMOCAP, DAT and CGT provides 5.6% and 7.4% improvement respectively, over a baseline system without speaker-invariant representation learning on 5-fold cross validation. On the larger emotion data set, while CGT fails to yield better results than baseline, DAT can still provide 9.8% relative improvement on a standalone test set.