Persona Dynamics: Unveiling the Impact of Personality Traits on Agents in Text-Based Games¶
Basic Information¶
Conference: ACL 2025
Code: pull-ups/PANDA
Model: mirlab/PersonalityClassifier
Area: Others
Keywords: personality traits, text-based games, Big Five, Dark Triad, DRRN, reinforcement learning
TL;DR¶
The PANDA method is proposed to project human personality traits (a total of 8 traits from the Big Five and Dark Triad) into the policy learning of text-based game agents. By guiding Q-value adjustment through a personality classifier, it is discovered that the High Openness personality significantly outperforms other personality types in adventure-based text games.
Background & Motivation¶
- Challenges of Text-based Games: As a classic challenge in AI, text-based games differ from games with pre-defined action spaces like Atari or Go. They require understanding environments described in natural language and generating actions in text format, involving complex natural language understanding and generation capabilities.
- Expansion of Value Alignment: Existing work focuses on integrating general value systems (such as ethics and social norms) into agent behaviors but has yet to explore how diverse intrinsic personality traits affect agent decision-making.
- Core Problem: How do different personality traits affect the behavior and performance of agents in interactive environments? Are there certain "advantageous" personality types?
- Research Significance: Evaluating agent behavior by introducing the dimension of personality provides a new perspective for developing more human-centered and behavior-controllable AI systems.
Method¶
Overall Architecture: PANDA (Personality-Adapted Neural Decision Agents)¶
The core idea of PANDA is to achieve personality-guided agent decision-making through two steps:
- Training a personality classifier: Determining which personality traits an action exhibits under a given context.
- Integrating personality guidance into policy learning: Achieving personality-constrained action selection by adjusting Q-values.
Modeling Text-Based Game Environments¶
- Text-based games are modeled as a Partially Observable Markov Decision Process (POMDP): \((S, T, A, O, R)\)
- Under the latent state \(S\), the agent receives a textual observation \(O\), generates a textual action \(A\), and changes the state according to the transition function \(T\).
- The Jiminy Cricket benchmark is used, which consists of 25 complex text adventure games, covering over 1,800 locations and nearly 5,000 interactive objects.
Base Agent Architecture: DRRN¶
- The Deep Reinforcement Relevance Network (DRRN) is adopted as the base framework.
- The neural network is trained to predict the Q-value \(Q(s_t, a_t)\), which represents the value function of an action given a state.
- Actions that maximize the Q-value are selected using a softmax policy.
Key Designs: Personality-Guided Q-Value Adjustment¶
The core formula for calculating the adjusted Q-value is:
- \(Q(s_t, a_t^i)\): Action value from the original policy network.
- \(C(s_t, a_t^i \mid p) \in \{-1, 0, 1\}\): The output of the personality classifier, indicating high/medium/low valence of the action on personality \(p\).
- \(\gamma\): Guidance intensity and direction. \(\gamma > 0\) enhances behaviors matching the personality, while \(\gamma < 0\) suppresses behaviors matching the personality.
Action selection policy:
Personality Classifier Construction¶
Dataset Construction (120,000 samples):
- Initial Validated Personality Descriptions: Using validation questionnaire items from the BFI (Big Five Inventory) and SD-3 (Short Dark Triad), 10 instances (5 high-valence + 5 low-valence) are generated for each trait, totaling 80 items.
- Scenario Seed Augmentation: GPT-4 is used to generate 300 diverse scenarios (divided into 30 subsets, with 10 scenarios per subset).
- Final Scale: \(80 \times 300 \times 5 = 120,000\) samples with personality labels.
8 Personality Traits Covered: - Big Five: Openness (Ope.), Conscientiousness (Con.), Extraversion (Ext.), Agreeableness (Agr.), Neuroticism (Neu.) - Dark Triad: Psychopathy (Psy.), Narcissism (Nar.), Machiavellianism (Mac.)
Classifier Training: - Fine-tuned using Flan-T5-XL (3 billion parameters). - Input: Context + Action + Personality Type \(\rightarrow\) Output: High/Medium/Low valence. - Achieves 98.59% accuracy on the validation set.
Experiments¶
Main Experimental Setup¶
- Environment: 25 text adventure games from the Jiminy Cricket benchmark.
- Agent Configurations: 16 personality profiles (8 personalities \(\times\) 2 directions [High/Low]) + 1 no-personality baseline.
- Evaluation: Average score of the last 50 episodes for each configuration, using 3 random seeds.
Main Results (Table 3)¶
Performance in 15 valid games (none of the personality agents could score in the remaining 10 games):
| Metric | High Openness | No Personality | Low Openness |
|---|---|---|---|
| Average Score (Avg.) | 6.5 | 5.6 | 4.4 |
| Number of Dominant Games (Cnt.) | 11 | - | 0 |
| Difference (Diff.) | +2.1 | - | - |
Key Findings: High Openness agents lead across all three metrics, with an average score increase of 16%, achieving the best performance in 11/15 games.
Statistical Analysis (Table 4)¶
- Wilcoxon Signed-Rank Test: High Openness vs No Personality, \(p = 0.002\); High Openness vs Low Openness, \(p = 0.000\).
- Friedman Test: The test statistic for Openness is \(Fr = 25.2\), \(p = 0.000\), far exceeding other personality traits.
- No other personality traits showed a statistically significant consistent advantage.
Trajectory Analysis (Table 5)¶
| Metric | No Personality | High Openness | Low Openness |
|---|---|---|---|
| Trajectory Length | 45.85 | 57.04 | 39.86 |
| Visited Nodes (Total) | 9.49 | 10.16 | 8.32 |
| Unexplored Nodes | 0.83 | 1.20 | 0.30 |
High Openness agents exhibit longer trajectories and visit more locations (especially unexplored new locations), which reflects their curiosity and tendency to explore new things.
Ablation Study¶
- Guidance Intensity \(\gamma\): The impact of different \(\gamma\) values was tested. It was found that a proper guidance intensity can effectively steer behavior without excessively disrupting policy learning.
- Classifier Comparison: Flan-T5-XL achieves 100% and 96.29% on the BFI and SD-3 validation sets respectively, significantly outperforming zero-shot GPT-4o-mini (81.81% and 22.22%).
Highlights & Insights¶
- Intriguing Correlation Between Personality and Game Performance: The High Openness trait (curiosity, adventurous spirit) has an inherent advantage in text adventure games, validating the applicability of psychological theories to AI behavior.
- Simple and Efficient Guidance Mechanism: Personality guidance is achieved through a simple additive modification of Q-values, requiring no alterations to the network architecture or training process.
- Large-Scale Personality-Labeled Dataset: A dataset of 120,000 personality-labeled samples ensures diversity and coverage through scenario-seed expansion.
- Quantitative Validation of Personality Effects: Beyond demonstrating the impact of personality differences on performance, the underlying behavioral mechanisms are uncovered via trajectory analysis (High Openness \(\rightarrow\) more exploration \(\rightarrow\) higher scores).
Limitations & Future Work¶
- Environmental Limitations: Validated only in text adventure games. The advantage of openness might apply only to exploration-oriented tasks and may not generalize to scenarios requiring cautious decision-making.
- Limitations in the LLM Era: The base framework relies on DRRN (a traditional RL method) without exploring the effect of personality guidance when using LLMs as agents.
- Personality Data Source: The training data is generated by GPT-4, which may introduce bias.
- Zero Scores in 10 Games: This indicates that in excessively difficult games, the performance of personality guidance is constrained by the capability of the base policy.
- Single \(\gamma\) Value: The guidance intensity was not dynamically adjusted for different games or personalities.
Related Work & Insights¶
- Text-Based Game AI: RL-based methods such as DRRN (He et al., 2016), CALM (Yao et al., 2020), etc.
- Agent Value Alignment: Ethical evaluation from Jiminy Cricket (Hendrycks et al., 2021), moral benchmarks from MACHIAVELLI (Pan et al., 2023).
- Personality Computing: Applications of psychological scales like Big Five (McCrae & Costa, 1987) and Dark Triad (Jones & Paulhus, 2014) in NLP.
Rating¶
โญโญโญโญ (4/5)
- Novelty: Applying psychological personality theory to policy learning of game agents, presenting a novel perspective (+1)
- Method Simplicity: The Q-value additive modification approach is simple and direct, making it easy to implement and understand (+0.5)
- Experimental Thoroughness: 25 games, 16 personality configurations, statistical tests, and trajectory analyses, ensuring a comprehensive evaluation (+0.5)
- Practical Impact: Uncovering that the Openness personality favors exploration, providing a valuable reference for value alignment and persona-based AI (+0.5)
- Deductions: Handled without validation on LLM agents, ineffective in some games, and highly specific environment setting (-1)