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How Personas Can Influence Agents to Play Split or Steal

A study examined the impact of persona prompts on large language model agents playing an iterated Split or Steal game. Using four open models interacting with a Virtual Human, cooperation dominated, but model choice and persona type significantly influenced strategies.

SourcearXiv Computational LinguisticsAuthor: Carlos Leon, Alexandre Rodrigues, Pedro Gamito, Thomas D. Parsons

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[Submitted on 3 May 2026]

Title:How Personas Can Influence Agents to Play Split or Steal

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Abstract:Personas are often employed to guide large language model agents, yet their effectiveness in shaping strategic behavior in social dilemma settings remains uncertain. To address this, we examined the impact of persona prompts in an iterated Split or Steal game where persona-driven agents interacted with a Virtual Human (VH) controlled by a fixed prompt. Agents were instantiated from four open models (Ministral 3:3b, phi4:14b, Gemma3:12b, and Gemma4:e4b) at two temperature settings (0.3 and 0.7) and deterministic decision with zero temperature, while the VH was powered by GPT 4.1 mini. Across 160 sessions of 15 rounds each conducted in European Portuguese, mutual Split outcomes dominated (roughly 74 percent of rounds), with exploitation occurring in fewer than 11 percent of rounds. Model choice significantly influenced behavior: phi4 and Ministral 3:3b remained consistently cooperative across temperatures, whereas Gemma3:12b and Gemma4:e4b exhibited more varied strategies and outcomes. Analyses based on Big Five personality traits indicated that Prosocial and Principled personas were most consistently cooperative, while Analytical personas were more likely to exploit the VH. Topic analysis revealed that friendship-related dialogue aligns with Split decisions, whereas money and vengeance-related content is more prevalent in Steal outcomes; sentiment labels were predominantly neutral or happy and provided limited additional explanatory value. These findings characterize the interaction between persona prompts and model differences in repeated trust games and serve as a baseline for planned virtual reality studies involving human participants interacting with an embodied VH.

Subjects:

Computation and Language (cs.CL); Computers and Society (cs.CY)

Cite as: arXiv:2607.05398 [cs.CL]

(or arXiv:2607.05398v1 [cs.CL] for this version)

https://doi.org/10.48550/arXiv.2607.05398

arXiv-issued DOI via DataCite

Submission history

From: Carlos Leon [view email] [v1] Sun, 3 May 2026 11:03:38 UTC (2,244 KB)

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