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How AI Wins Friends and Influences People in Repeated Games With Cheap Talk
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Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| use signaling persona that speaks (CARNEGIE/BIFF/SPOCK) instead of silent THUMPER (ablation) | S# and EEE# algorithms · RGCTs, material payoffs and partner cooperation | influence: p < 0.001 | Helped |
| replace EEE# behavior with S# behavior given verbal persona (ablation) | CARNEGIE persona · RGCTs, material payoffs | material payoff: p < 0.001 | Helped |
| replace EEE# behavior with S# behavior given BIFF persona (ablation) | BIFF persona · RGCTs, partner cooperation | partner cooperation: p = 060 | No clear effect |
| use S# (reciprocates exploitation) vs EEE# (lenient) (ablation) | behavioral strategy · RGCTs, reciprocation of defection | reciprocated defection after exploitation: 27% -> 76% | Helped |
| switch from S# to EEE# behavior (ablation) | human participants' payoffs · RGCTs | participant payoff: p < 0.001 | Helped |
| switch from S# to EEE# behavior (ablation) | winning friends · Character Index | Character Index: p = 0.052 | No clear effect |
| switch from S# to EEE# behavior (ablation) | winning friends · Attraction Index | Attraction Index: p = 0.232 | No clear effect |
| use BIFF or THUMPER persona with S# behavior (ablation) | S# · Character and Attraction Indices | friend-winning | Hurt |
| CARNEGIE vs SPOCK persona (extra warmth) (ablation) | S# and EEE# · all four metrics | all four metrics | No clear effect |
| use rude speech (BIFF) instead of silence (THUMPER) (ablation) | S# and EEE# · influence metrics | payoff and partner cooperation: p < 0.001 | Helped |
| use BIFF instead of THUMPER (ablation) | EEE# · Character Index | Character Index | Hurt |
| remove explainable AI (NXAI) from S#-CARNEGIE (ablation) | S#-CARNEGIE · User Study 2, all four metrics | influence and friend metrics | Hurt |
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- Theory of Mind and Persuasion Beyond Conversation: Assessing the Capacity of LLMs to Induce Belief States via Planning and Action (NeurIPS 2026 · similarity 0.82)
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