CLMar 17

Evaluating LLM-Simulated Conversations in Modeling Inconsistent and Uncollaborative Behaviors in Human Social Interaction

arXiv:2603.1709422.8h-index: 10
AI Analysis

This work addresses the challenge of using LLMs as scalable proxies for human social interaction, highlighting limitations in modeling complex human behaviors, which is incremental as it builds on existing evaluation methods.

The paper tackles the problem of simulating human conversations with LLMs by evaluating their ability to reproduce inconsistent and uncollaborative behaviors like misunderstandings and interruptions, finding that LLM-simulated conversations under vanilla prompting exhibit far fewer such behaviors than human conversations, prompt engineering fails to reliably control them, and fine-tuning leads to overproduction of narrow behaviors like repetition.

Simulating human conversations using large language models (LLMs) has emerged as a scalable methodology for modeling human social interaction. However, simulating human conversations is challenging because they inherently involve inconsistent and uncollaborative behaviors, such as misunderstandings and interruptions. Analysis comparing inconsistent and uncollaborative behaviors in human- and LLM-generated conversations remains limited, although reproducing these behaviors is integral to simulating human-like and complex social interaction. In this work, we introduce CoCoEval, an evaluation framework that analyzes LLM-simulated conversations by detecting 10 types of inconsistent and uncollaborative behaviors at the turn level using an LLM-as-a-Judge. Using CoCoEval, we evaluate GPT-4.1, GPT-5.1, and Claude Opus 4 by comparing the frequencies of detected behaviors in conversations simulated by each model and in human conversations across academic, business, and governmental meetings, as well as debates. Our analysis shows that (1) under vanilla prompting, LLM-simulated conversations exhibit far fewer inconsistent and uncollaborative behaviors than human conversations; (2) prompt engineering does not provide reliable control over these behaviors, as our results show that different prompts lead to their under- or overproduction; and (3) supervised fine-tuning on human conversations can lead LLMs to overproduce a narrow set of behaviors, such as repetition. Our findings highlight the difficulty of simulating human conversations, raising concerns about the use of LLMs as a proxy for human social interaction.

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