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Emotional Cognitive Modeling Framework with Desire-Driven Objective Optimization for LLM-empowered Agent in Social Simulation (2510.13195v1)

Published 15 Oct 2025 in cs.AI

Abstract: The advent of LLMs has enabled agents to represent virtual humans in societal simulations, facilitating diverse interactions within complex social systems. However, existing LLM-based agents exhibit severe limitations in affective cognition: They fail to simulate the bounded rationality essential for bridging virtual and real-world services; They lack empirically validated integration mechanisms embedding emotions within agent decision architectures. This paper constructs an emotional cognition framework incorporating desire generation and objective management, designed to achieve emotion alignment between LLM-based agents and humans, modeling the complete decision-making process of LLM-based agents, encompassing state evolution, desire generation, objective optimization, decision generation, and action execution. This study implements the proposed framework within our proprietary multi-agent interaction environment. Experimental results demonstrate that agents governed by our framework not only exhibit behaviors congruent with their emotional states but also, in comparative assessments against other agent types, demonstrate superior ecological validity and generate decision outcomes that significantly more closely approximate human behavioral patterns.

Summary

  • The paper introduces an emotional cognitive modeling framework that integrates dynamic affective state transitions with desire-driven objective optimization for LLM agents.
  • It employs a modular architecture using PAD emotional modeling, memory retrieval, and reward-based optimization to enhance realism in social simulations.
  • Results indicate improved state-desire-behavior coherence and bounded rationality in LLM agents compared to alternative architectures.

Emotional Cognitive Modeling for LLM-Based Agents: Desire-Driven Objective Optimization in Social Simulation

Motivation and Problem Statement

The paper addresses a critical deficiency in current LLM-based agent simulations: the lack of empirically grounded affective cognition and bounded rationality. Existing LLM agents, while capable of emotion recognition and response generation, do not integrate emotions as dynamic modulators of decision-making. This results in agents whose behaviors are insufficiently aligned with human affective-cognitive processes, undermining the ecological validity of social simulations. The authors propose a formal framework that embeds emotional state transitions into the core decision loop of LLM-based agents, enabling dynamic desire generation and objective optimization. The goal is to achieve emotion alignment between agents and humans, thereby producing agent behaviors that more closely approximate real-world human patterns.

Framework Architecture

The proposed Emotional Cognitive Modeling Framework consists of three principal modules:

  1. Information Processing System: Integrates environmental, internal, and social state information. The agent's state is represented as Statet(It,Ht,SRt,Et)State_t(I_t, H_t, SR_t, E_t), where ItI_t is income, HtH_t is health, SRtSR_t is social rank, and EtE_t is the emotional state. Emotional state is modeled using the PAD (Pleasure, Arousal, Dominance) scheme, with each dimension computed as a function of state transitions and external knowledge (EDBE Sentiment Dataset).
  2. Desire-Driven Objective Optimizer: Implements a two-stage process:

    • Desire Update: Emotional state transitions trigger updates in the agent's desire vector DtD_t, which prioritizes among income, health, and social rank based on current affective context.
    • Objective Optimization: The updated desire vector informs the construction of a modified objective function ObjectivetObjective_t, which is then encoded into dynamic prompts for the LLM. The prompt optimization is formalized as:

    maxρExρ(x),yπF(x)[Reward(ΔI,ΔH,ΔSR)]\max_{\rho} E_{x' \sim \rho(\cdot|x), y \sim \pi_F(\cdot|x')} [Reward(\Delta I, \Delta H, \Delta SR)]

    where the reward is a tripartite function reflecting changes in income, health, and social rank.

  3. Decision-Behavior System: The LLM, kept frozen, generates decisions conditioned on the optimized prompt. The decision policy is:

π(yx)=1Z(x)πF(yx)exp(Reward(ΔI,ΔH,ΔSR)β)\pi^*(y|x) = \frac{1}{Z^*(x)} \pi_F(y|x) \exp\left(\frac{Reward(\Delta I, \Delta H, \Delta SR)}{\beta}\right)

where β\beta is a temperature parameter. The system also generates rationales for decisions, which are stored in memory for future self-reflection and consistency checks.

The architecture is augmented with a memory module that encodes past decisions, their rationales, and associated emotional states. Memory retrieval is governed by similarity (via all-MiniLM-L6-v2 embeddings), importance (LLM-based rationale analysis), and timeliness.

Implementation and Experimental Design

The framework is implemented in a proprietary multi-agent simulation environment based on Repast4py. The primary experimental scenario is an O2O food delivery ecosystem, with agents representing delivery riders, platforms, and bookers. Five agent architectures are compared: rule-based, imitation learning, RL-based, GPT-4o-based, and the proposed affective cognition framework.

Key metrics include:

  • Involution: Quantifies competition intensity via the inverse coefficient of variation of agent incomes, normalized by walking distance.
  • Dynamic Time Warping (DTW): Measures temporal alignment between state (e.g., income) and affective (e.g., happiness) trajectories, assessing state-desire-behavior coherence.

Experiments are conducted in both single-type and mixed-type agent societies, with real-world data from the Zomato platform serving as a benchmark for ecological validity.

Results and Analysis

Social Emergence and Ecological Validity

Agents governed by the proposed framework exhibit involution dynamics and emergent behaviors that more closely match real-world data than alternative architectures. In mixed-agent simulations, these agents maintain behavioral stability and decisional consistency even in competitive, heterogeneous environments.

Bounded Rationality

Framework-driven agents demonstrate lower order acceptance rates, reflecting a more nuanced trade-off between income maximization and health preservation. Competing architectures over-optimize for income, neglecting health and operational costs, resulting in unrealistic behavioral patterns. The desire distribution trajectories confirm that affective state transitions drive adaptive re-prioritization of objectives.

State-Desire-Behavior Coherence

DTW analysis reveals that only the proposed framework achieves significant temporal alignment between affective and behavioral trajectories (DTW=265.08), in contrast to RL (DTW=274.24) and GPT-4o (DTW=326.29) agents, which display decoupled affective and behavioral dynamics. This coherence is a direct consequence of the explicit integration of emotional state into the decision loop.

Generalization Across LLMs

The framework is evaluated on generative tasks (dialogue, sentiment reversal, constrained generation) using multiple base LLMs (ChatGPT, DeepSeek-V3, Qwen2.5, Gemma3). Across all tasks, LLMs enhanced with the cognitive modeling framework outperform their base counterparts, particularly in tasks requiring affective reasoning. Notably, performance gains are most pronounced in sentiment analysis, underscoring the framework's utility for emotion-sensitive applications.

Theoretical and Practical Implications

The work demonstrates that explicit modeling of emotional cognition and desire-driven objective optimization is essential for achieving bounded rationality and ecological validity in LLM-based agent simulations. The framework's modularity allows for integration with arbitrary frozen LLMs, facilitating deployment in diverse simulation environments without retraining. The approach provides a principled pathway for aligning agent behaviors with human affective-cognitive processes, which is critical for applications in social science, HCI, and AI safety.

Theoretically, the formalization of prompt optimization as a reward-driven process, conditioned on dynamically updated desires, bridges the gap between static LLM inference and adaptive, context-sensitive decision-making. The use of memory and self-reflection mechanisms further enhances agent consistency and interpretability.

Limitations and Future Directions

The framework's validation is currently limited to a proprietary simulation environment and a specific social scenario. Generalizability to other domains and more complex affective states remains to be established. The current desire architecture, while effective, abstracts away the full complexity of human motivation and emotion.

Future research should focus on:

  • Expanding the granularity and diversity of emotional states and desires.
  • Incorporating long-term memory and personality traits for individualized agent modeling.
  • Scaling to larger, more heterogeneous agent societies and real-world deployment.
  • Formal evaluation of the impact on downstream tasks such as social risk analysis and governance.

Conclusion

This paper presents a structured, empirically grounded framework for embedding emotional cognition and desire-driven objective optimization into LLM-based agents. The approach yields agents with bounded rationality, state-desire-behavior coherence, and superior ecological validity in social simulations. The results substantiate the claim that affective cognition is not an auxiliary feature but a foundational requirement for realistic agent-based modeling. The framework offers a robust foundation for future research in human-aligned AI and computational social science.

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Explain it Like I'm 14

A Simple Explanation of the Paper

Overview: What is this paper about?

This paper is about making computer “agents” (like virtual people) that use LLMs behave more like real humans in social simulations. The authors add emotions and “desires” into the agents’ decision-making, so the agents don’t just pick the most logical choice every time—they react and plan more like people do. They test their idea in a virtual food delivery world and show that agents with emotions make choices that look closer to what real humans would do.

Key Questions the Paper Tries to Answer

The paper focuses on three easy-to-understand questions:

  • How can we put emotions inside an LLM-based agent so emotions actually guide its decisions?
  • Will emotional agents create social patterns that look more like the real world?
  • Do these agents show “bounded rationality”—meaning they make smart choices while dealing with limits like energy, time, and imperfect information, instead of always chasing the “perfect” answer?

How the Agents Work: Methods Explained Simply

The authors build a framework (a structured system) with three main parts to make emotions matter in decisions:

  1. Information Processing System
    • Think of this as the agent’s “senses” and “notebook.” It watches the world and records the agent’s current state: money (income), health (energy/stamina), social rank (how well the agent is doing compared to others), and emotions.
    • Emotions are tracked using three “dials” called PAD:
      • Pleasure: how good or bad the agent feels, linked to changes in income (earning more tends to feel better).
      • Arousal: how energized the agent is, linked to changes in health/stamina.
      • Dominance: how “in control” the agent feels, linked to social rank.

A helpful analogy: PAD is like a car dashboard for feelings—one dial shows happiness, one shows energy, one shows control.

  1. Desire-Driven Objective Optimizer
    • Emotions trigger different “desires.” For example, if an agent feels stressed or surprised, it may shift its desire from “earn more money” to “protect my health.”
    • These desires set goals. The system then rewrites the agent’s instructions (called “prompts”) to the LLM to aim for those goals.
    • The agent scores possible decisions using a simple reward idea: a decision gets more “points” if it improves money, health, and rank in the way the current desire prefers.
    • Important point: the LLM model itself isn’t changed; instead, the instructions it receives are carefully adjusted to push it toward emotion-aware goals.
  2. Decision-Behavior System
    • The LLM reads the updated prompt and generates a decision and a short explanation (“rationale”) of why it chose that action.
    • The agent also keeps a Memory of past problems, decisions, and reasons. When deciding again, it checks memory entries for:
      • Similarity: Is this situation like something I’ve seen?
      • Importance: Did emotions strongly matter last time?
      • Timeliness: Is the memory still relevant, or too old?

Put together, the loop looks like: sense the state → emotions adjust desires → desires set goals → prompts steer the LLM → the agent decides and acts → the outcome updates the state and memory.

What They Found and Why It Matters

The authors tested five kinds of delivery rider agents in a virtual city:

  • Rule-based (fixed rules)
  • Imitation learning (copies from examples)
  • Reinforcement learning (learns by reward)
  • GPT-4o-based (LLM that decides from prompts)
  • Their new emotion-driven framework

They looked at three main things:

  1. Realistic social patterns (“emergence”)
    • Their emotional agents produced competition trends that matched real-world data better (they compared to actual Zomato delivery data). In simple terms, the way earnings and movement changed over time looked more life-like.
  2. Bounded rationality (smart choices under limits)
    • Emotional agents didn’t accept every order just to maximize money. They balanced earnings with health and cost. That’s closer to how real delivery workers act—because getting every high-paying job might also be exhausting or risky.
  3. Consistency between feelings and actions
    • They measured how similar the agent’s money curve and “happiness” curve were over time. Emotional agents showed these curves rising and falling together more than other agents. That means emotions weren’t random; they were connected to what happened and guided future decisions in a sensible way.

They also tested their framework with different LLMs (like ChatGPT, DeepSeek, Qwen, and Gemma) on tasks such as dialogue, sentiment flipping, and rule-based sentence generation. In general, the emotion-aware setup helped these models produce better, more aligned responses.

Why This Research Is Important

  • It makes virtual societies more believable and useful. If we want to paper how policies, apps, or platforms affect people, we need agents that behave like people—not like perfect calculators.
  • It can help design safer, fairer systems. For example, it might help platforms understand how workers respond under stress and adjust rules to prevent burnout.
  • It shows a practical way to connect emotions to goals, and goals to actions, inside LLM agents—without retraining the whole model.

What’s Next and the Impact

  • The authors plan to add more detailed emotions, longer-term memory, and personality traits to make agents even more human-like.
  • They want to test in more social settings beyond food delivery.
  • If this approach grows, social scientists could use these agents to test policies before changing the real world. Companies could build assistants that are more understanding and aligned with human values. And researchers could better predict complex group behaviors.

To sum up: The paper shows that giving LLM agents emotions and desire-driven goals helps them act more like real people. This improves the realism of social simulations and could lead to smarter, more human-centered AI systems.

Mini Glossary (to help with key terms)

  • LLM: A smart text generator that predicts words and sentences, like ChatGPT.
  • Social Simulation: A virtual world where agents act like people to paper social behavior.
  • Bounded Rationality: Making good-enough decisions with limited time, energy, and information (like real life).
  • Prompt: Instructions you give to an LLM to steer what it says or does.
  • Reward: A score that tells an agent how good a decision was for its goals.
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Knowledge Gaps

Unresolved Knowledge Gaps, Limitations, and Open Questions

The following points identify what remains missing, uncertain, or unexplored in the paper and suggest concrete directions for future research:

  • Lack of empirical validation for the PAD mapping: The paper defines Pleasure, Arousal, and Dominance as linear functions of income change, health change, and social rank tier, but provides no empirical calibration, sensitivity analysis, or human-ground-truth validation of these mappings or the constants k_p, k_a, and criteria[SR_t].
  • Simplistic emotion-to-desire architecture: Modeling desire as a triad (income, health, social rank) with emotion as the sole trigger ignores richer motivational structures (e.g., social norms, long-term aspirations, risk attitudes, habits, personality, cultural values); requires expansion and empirical grounding.
  • Absent method for balancing multi-objective trade-offs: The framework uses a tripartite reward Reward(ΔI, ΔH, ΔSR) but does not specify how weights are chosen or adapted over time, nor does it explore Pareto-optimality, lexicographic preferences, or dynamic constraint handling under uncertainty.
  • No world-model for predicting rewards: Decision weighting uses Reward(ΔI, ΔH, ΔSR), which depends on outcomes post-action; the framework does not specify a predictive model or simulator-based lookahead to estimate these deltas at decision time, leading to a credit-assignment gap.
  • Underspecified prompter optimization ρ: The formalization of prompt optimization via ρ(x'|x) lacks an algorithmic description (e.g., bandits, evolutionary strategies, gradient-free methods), convergence guarantees, or implementation details for learning and updating ρ.
  • Missing robustness analysis to prompt instability: Stability, variance, and susceptibility to prompt injection/adversarial context in multi-agent settings are not evaluated, despite reliance on prompt-based objective control.
  • Memory module lacks quantitative design and ablations: Similarity, importance, and timeliness criteria are informal; thresholds, decay schedules, memory capacity, retrieval latency, and their quantitative effect on performance are not specified or ablated.
  • Rationale generation utility not demonstrated: The claim that rationales improve “knowledge-state” consistency lacks controlled experiments showing causality, ablations comparing with/without rationales, or external validation of rationale quality.
  • EDBE sentiment dataset integration is unclear: The RAG use of EDBE for emotion decision retrieval is not detailed (retrieval strategy, indexing, matching signals, how retrieved content influences prompts), nor is its contribution isolated via ablation.
  • Discrete emotion mapping (from PAD) unvalidated: The mapping from PAD to seven emotion classes is assumed but not validated against human labels, domain-specific appraisals, or longitudinal dynamics; multi-label/blended emotions are ignored.
  • No social-emotion processes: Emotion contagion, empathy, reputational concerns, guilt/shame, social comparison, and group norms are not modeled, limiting realism in social simulations.
  • Bounded rationality not operationalized: The paper equates lower order acceptance with bounded rationality but does not formalize or measure satisficing, heuristics, limited search, time/effort costs, or error tolerance typical of human bounded rationality.
  • Involution metric requires justification and validation: The proposed Involution(t)=π(t)*θ(t)/μ(t) has unclear theoretical grounding, potential dimensional issues, and lacks validation against established measures of competition or inequality.
  • Statistical rigor missing: Reported results rely on plots and DTW values without confidence intervals, effect sizes, hypothesis tests, or robustness checks; reproducibility and statistical significance are not established.
  • Small-scale, single-domain simulation: Experiments use six rider agents over 30 days in a food delivery scenario; scalability to larger populations, diverse roles, longer horizons, and different domains (e.g., markets, public health, governance) remains untested.
  • Fairness and comparability of baselines: RL and GPT-4o baselines lack detail on training, hyperparameters, environment access, and constraints; risk of unfair comparisons without standardized protocols and equivalent capabilities.
  • Generalizability to other LLMs and closed models: The framework claims portability but does not provide standardized evaluations across open-source models, nor address API constraints, latency, or cost for closed models like GPT-4o.
  • Absence of code/data release: The proprietary environment and limited data availability hinder independent verification, replication, and extension of the findings.
  • No sensitivity analysis: The framework does not report sensitivity of outcomes to key parameters (k_p, k_a, β, memory thresholds, acceptance probabilities), hindering understanding of stability and robustness.
  • Lack of theoretical guarantees: No analysis of convergence, oscillation avoidance, or stability for the State–Desire–Objective loop; how frequently desires update and whether updates cause dithering or policy churning is unknown.
  • Decision-time uncertainty and risk modeling missing: The framework does not incorporate probabilistic uncertainty, risk preferences, or stochastic planning—despite claiming emotions modulate risk perception.
  • Action cost modeling is simplistic: Costs beyond “health deterioration” and walking distance (e.g., time pressure, penalties, opportunity cost, fatigue recovery dynamics) are not modeled; economic feasibility of “high-yield but low-quality” orders is unclear.
  • Human alignment claims lack human studies: Emotional alignment is inferred from engineered proxies (PAD and reward) rather than validated via user studies, behavioral experiments, or expert annotations of agent actions and states.
  • Evaluation across generative tasks lacks standard metrics: Human and DeepSeek evaluations are subjective and model-dependent; standardized metrics (e.g., BLEU/COMET for generation, accuracy/F1 for sentiment, agreement measures for evaluators) are missing.
  • Personality and long-term memory not integrated: The paper notes future work but does not prototype how traits (e.g., Big Five), long-term goals, or memory consolidation would alter desires, objectives, and decisions.
  • Interaction protocols and communication absent: Agents do not negotiate, communicate norms, or coordinate—limiting exploration of social strategies, coalitions, and emergent group-level phenomena.
  • Environmental non-stationarity unaddressed: Adaptation to regime shifts (e.g., demand spikes, platform policy changes, exogenous shocks) is not studied; the framework’s resilience under non-stationary dynamics is unknown.
  • Safety and ethics considerations omitted: Emotion-driven behavior may induce unpredictability, manipulation, or harm; no discussion of guardrails, alignment failures, or risk mitigation in multi-agent ecosystems.
  • Domain mismatch for emotion knowledge: EDBE sentiment data may not match O2O delivery contexts; domain adaptation, calibration, or creation of domain-specific appraisal datasets is not explored.
  • Agent-platform incentive alignment not examined: How platform policies and agent objectives interact (e.g., fairness in order allocation, penalties, gamification) is not modeled; alignment and governance mechanisms remain open.
  • Missing ablations for module contributions: The effects of each module (state perception, desire update, objective optimization, memory/rationale) on final outcomes are not disentangled via ablation studies.
  • Computational performance and latency: The framework’s inference cost, real-time viability, and scaling behavior with more agents or longer simulations are not reported.
  • Heterogeneous agent mixes limited: Mixed simulations include only RL, GPT-4o, and the proposed framework; impact of rule-based, imitation learning, or other cognitive architectures in mixed societies remains unexplored.
  • Evaluation of emergent phenomena is narrow: Beyond “involution,” richer emergent properties (inequality, stratification, cooperation, market efficiency, resilience) are not quantified or compared to real-world benchmarks.
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Practical Applications

Immediate Applications

The following applications can be deployed now using the paper’s emotion-aligned cognitive framework, multi-agent simulator, and prompt-optimization methods. Each item notes the sector, potential tools/workflows, and key assumptions or dependencies.

  • Emotion-aware policy testing for gig platforms (food delivery, ride-hailing)
    • Sector: platform operations, logistics
    • What: Use the Repast4py-based multi-agent simulator with the desire-driven objective optimizer to run “what-if” experiments on order assignment, incentives, break scheduling, and wage floors; track “Involution(t)” and DTW coherence as KPIs for fairness, competition intensity, and ecological validity.
    • Tools/workflows: Repast4py scenario with PAD-based emotion modeling; EDBE dataset for sentiment retrieval; desire vectors (income, health, social rank); reward design over ΔI, ΔH, ΔSR; logging of rationale and memory triage.
    • Assumptions/dependencies: Access to platform data for calibration (order patterns, rider fatigue proxies); mapping health/stamina to real fatigue; computational resources for repeated runs; organizational buy-in for policy experimentation.
  • Empathy-tuned customer support chatbots
    • Sector: software, HCI, customer experience
    • What: Wrap base LLMs with the prompter ρ and desire-biased reward to modulate decisions based on detected user emotion; generate and store rationales; ensure state–knowledge–decision consistency to reduce emotionally-incoherent responses.
    • Tools/workflows: Prompt optimization (π̃ρ), PAD emotion inputs via RAG; memory filtering by similarity (MiniLM), importance (LLM evaluator), timeliness; RLHF-style decision weighting.
    • Assumptions/dependencies: Reliable sentiment detection from user text; domain-specific objectives (e.g., resolution vs. empathy trade-offs); guardrails for safety and escalation.
  • UX pre-launch testing with emotionally realistic simulated users
    • Sector: product management, design
    • What: A/B test features (pricing, nudges, layout changes) in the simulator using agents with bounded rationality and emotion-driven desires; evaluate impact on engagement, stress, or churn proxies.
    • Tools/workflows: Scenario scripting in Repast4py; PAD-based state evolution; DTW across state–desire–behavior sequences; intervention logging.
    • Assumptions/dependencies: Calibrated reward weights for product-specific goals; mapping social rank proxies in app ecosystems; representativeness of synthetic agents.
  • “Wrapper” alignment layer to boost base LLMs on generative tasks
    • Sector: software/AI tooling
    • What: Deploy the framework’s prompter ρ and reward shaping to improve dialogue generation, sentiment reversal, and constrained sentence generation across existing LLMs (as shown with ChatGPT, DeepSeek-V3, Qwen2.5, Gemma3).
    • Tools/workflows: Drop-in prompter with multi-objective reward; rationale generation; memory curation; evaluation using human raters and structured prompts.
    • Assumptions/dependencies: Compatibility with model APIs; access to task-specific evaluators; monitoring for degradation on non-emotional tasks.
  • Safety and coherence audits for LLM decisions
    • Sector: AI governance, model evaluation
    • What: Instrument LLM agents to compute DTW between material states (e.g., income/effort) and affective trajectories (e.g., happiness), flagging decoupled or volatile behavior; use rationale inspection to diagnose misalignment.
    • Tools/workflows: DTW similarity scoring; rationale extraction; emotion trajectory tracking; anomaly detection.
    • Assumptions/dependencies: Defined state variables and affect metrics; thresholds for acceptable coherence; reproducible logging.
  • Emotion-aware workforce scheduling
    • Sector: operations, facilities, warehousing
    • What: Adjust shift assignments and break policies using agent simulations that incorporate health-state dynamics and desire updates; predict burnout and absenteeism risks.
    • Tools/workflows: Health/stamina modeling; objective optimization over ΔH vs. ΔI; simulator dashboards; scenario replay.
    • Assumptions/dependencies: Valid proxy measures for fatigue and health; ethical policies; union/regulatory constraints.
  • Marketing and social media campaign simulation
    • Sector: marketing, analytics
    • What: Evaluate how content strategies shift collective emotional states and affect downstream user actions; prime desire changes (e.g., status-seeking vs. well-being) and measure campaign risks.
    • Tools/workflows: Emotion-conditioned prompts; PAD trajectories; cohort-level DTW and involution metrics.
    • Assumptions/dependencies: Realistic emotion induction modeling; representative audience segments; privacy-compliant data.
  • Emotion-aware personal productivity assistants
    • Sector: consumer software, daily life
    • What: Personal assistants that adjust task sequencing, break recommendations, and goal prioritization when arousal/pleasure/dominance shift (e.g., throttling workload during low arousal).
    • Tools/workflows: PAD extraction from text or app interactions; desire vector updates; reward-weighted decision generation.
    • Assumptions/dependencies: User consent for emotion tracking; minimal sensor inputs; robust fallback behaviors.
  • Classroom and training simulations
    • Sector: education
    • What: Simulate student cohorts with emotion-driven decision loops for testing teaching strategies; adapt instructional pacing based on simulated affective feedback.
    • Tools/workflows: Role-specific state variables (effort, mastery, social rank); curriculum intervention scripts; coherence metrics.
    • Assumptions/dependencies: Educational validity of state mappings; careful use to avoid stereotyping.
  • Computational social science testbeds
    • Sector: academia
    • What: Use the multi-agent environment to replicate complex social dynamics (e.g., involution, competition) and run ethically safe analogs of classic experiments.
    • Tools/workflows: Experimental design in Repast4py; controlled emotion induction; public reporting of ecological validity.
    • Assumptions/dependencies: Transparent model documentation; reproducibility practices; access to real-world benchmarks (e.g., Zomato-like datasets).

Long-Term Applications

These applications need further research, scaling, validation, or integration with external systems before deployment.

  • City-scale policy sandboxes with emotion-aligned agents
    • Sector: public policy, urban planning
    • What: Simulate taxation, wage floors, mobility, and social services, tracking population-level emotional well-being, competition intensity, and fairness outcomes.
    • Tools/workflows: Large-scale agent modeling; real-time data ingestion; high-performance compute; multi-objective optimization.
    • Assumptions/dependencies: Data-sharing agreements; robust calibration and validation; governance oversight.
  • Personalized mental health digital twins
    • Sector: healthcare
    • What: Integrate biosignals (sleep, HRV), PAD dynamics, and desire-objective loops to forecast relapse risk and personalize interventions.
    • Tools/workflows: Multimodal sensing; clinical-grade emotion inference; safe decision policies; longitudinal memory mechanisms.
    • Assumptions/dependencies: Regulatory approval; clinician-in-the-loop workflows; strong privacy and bias controls.
  • Emotion Alignment SDK and standards for agent developers
    • Sector: software tooling
    • What: A standardized module for desire-generation, objective optimization, rationale logging, and memory triage across different LLMs and domains.
    • Tools/workflows: Open APIs; model-agnostic prompter ρ; evaluation suites (DTW, coherence, emergence measures).
    • Assumptions/dependencies: Community consensus on emotion taxonomies and KPIs; interoperability with leading LLM stacks.
  • Human–robot collaboration with emotion-aware coordination
    • Sector: robotics, manufacturing
    • What: Robots adapt task allocation and interaction style to human emotional states to reduce overload and errors; simulate team-level dynamics before deployment.
    • Tools/workflows: Cross-modal emotion sensing; safety-certified decision gating; simulator-to-robot transfer.
    • Assumptions/dependencies: Reliable on-device emotion inference; safety certification; ergonomic validation.
  • Emotion-driven financial market or consumer behavior simulators
    • Sector: finance, retail
    • What: Model agents whose goals and decisions respond to collective sentiment shifts (e.g., fear, euphoria), stress-testing strategies and policy responses.
    • Tools/workflows: Market microstructure environments; PAD-to-behavior mappings; synthetic cohorts calibrated to historical periods.
    • Assumptions/dependencies: High risk of overfitting or anthropomorphic bias; rigorous validation; ethical use.
  • Metaverse-scale education ecosystems with emotionally realistic agents
    • Sector: education, XR
    • What: Large-scale virtual campuses with agents exhibiting bounded rationality and emotion-modulated learning, to paper pedagogy and equity at scale.
    • Tools/workflows: Distributed simulation; curriculum modeling; affective analytics.
    • Assumptions/dependencies: Technical scale; pedagogical buy-in; safe data practices.
  • AI governance stress-testing (misinformation, polarization)
    • Sector: policy, safety
    • What: Simulate how emotionally charged content propagates, how desires and objectives shift, and evaluate interventions (labeling, throttling, counter-messaging).
    • Tools/workflows: Networked multi-agent environments; emotion-conditioned content generation; intervention knobs; monitoring with coherence metrics.
    • Assumptions/dependencies: Access to platform graph structures; ethical guardrails; independent oversight.
  • Workforce policy co-design (global gig economy)
    • Sector: labor policy, HR
    • What: Design fair scheduling, minimum rest, and compensation schemes using emotion-aware agents to balance income, health, and status outcomes.
    • Tools/workflows: Scenario libraries; multi-objective optimization; participatory simulations with stakeholders.
    • Assumptions/dependencies: Stakeholder engagement; regulatory context; cross-cultural calibration.
  • Adaptive content moderation with emotion-aware LLM agents
    • Sector: trust & safety
    • What: Decisions that account for user emotional harm and community impact; dynamic policy thresholds tuned via simulation before real-world rollout.
    • Tools/workflows: PAD-aware moderation policies; rationale archives for audit; simulator-to-production evaluation loops.
    • Assumptions/dependencies: High reliability requirements; risk of bias; careful red-teaming.
  • In-silico trials for public health interventions
    • Sector: public health
    • What: Test mental health support, social isolation mitigation, or crisis-response policies using emotion-aligned agents to predict uptake and side effects.
    • Tools/workflows: Population-scale agent modeling; intervention design; outcome tracking (affect, behavior, equity).
    • Assumptions/dependencies: Strong validation against longitudinal datasets; ethics review; uncertainty quantification.

Cross-cutting dependencies and assumptions

  • Data and calibration: Applications depend on mapping domain states to the triadic desire architecture (income/utility, health load/stamina, social rank/status) and calibrating PAD dynamics to real behaviors.
  • Model and tooling access: Requires base LLMs (e.g., GPT-4o, DeepSeek-V3), embedding models (e.g., all-MiniLM-L6-v2), and RAG infrastructure with emotion datasets (e.g., EDBE).
  • Reliability and ethics: Emotion inference can be noisy; bias mitigation, privacy protection, and transparent logging (rationales, memories) are necessary.
  • Ecological validity: The simulator’s superiority in emergence patterns is promising but still domain-specific; broader validation across contexts is needed.
  • Compute and scale: City-level or platform-scale simulations need HPC resources and distributed orchestration, plus robust experiment management and reproducibility practices.
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Glossary

  • Agency: An affective dimension indicating perceived control or self-initiated action within emotions. Example: "including arousal level, valence, dominance, agency, affiliation, and novelty"
  • Alignment tuning parameter: A temperature-like scalar (β) that balances base-model likelihood and reward shaping in the decision distribution. Example: "and β\beta is the alignment tuning parameter."
  • all-MiniLM-L6-v2: A sentence-embedding model used to vectorize texts for similarity judgments. Example: "through all-MiniLM-L6-v2, which are subsequently evaluated via cosine similarity metrics"
  • Anthropomorphic heuristic decision-making: Human-like rule-of-thumb strategies used under constraints to approximate rational behavior. Example: "anthropomorphic heuristic decision-making, balancing efficiency and rationality in complex interactions"
  • Arousal: In affective computing, the activation/energy dimension of emotion in PAD. Example: "Arousal: reflects the activation level of the user's nerves (physiological level) and the degree of arousal, which can be seen as proportional to the change in its energy value: Arousalt=ka(HtHt1)Arousal_t = k_a(H_t-H_{t-1})."
  • Bounded Rationality: Decision-making limited by information, time, and cognitive capacity. Example: "especially Bounded Rationality, achieved through constrained information processing and anthropomorphic heuristic decision-making"
  • Composite state representation: A structured vector capturing multiple facets of an agent’s state. Example: "we formally define the composite state representation Statet(It,Ht,SRt,Et)State_t(I_t, H_t, SR_t, E_t)"
  • Cross-temporal contextualization: Using temporally distant past interactions to inform present decisions. Example: "through cross-temporal contextualization \cite{zhong2024memorybank}"
  • Decision-Behavior System: The module that conducts planning and selects actions conditioned on objectives and prompts. Example: "Decision-Behavior System executes reasoning-based planning using ObjectivetObjective_t-conditioned PrompttPrompt_t, ultimately selecting behavioral outputs."
  • Desire vector: A prioritized, state-dependent representation of needs/goals that guides objective setting. Example: "generate novel desire vectors DtD_t based on state representations StatetState_t"
  • Desire-Driven Objective Optimizer: The component that updates desires and refines objectives to steer decisions. Example: "Desire-Driven Objective Optimizer generates novel desire vectors DtD_t"
  • Dominance: In affective models, the control/authority dimension in PAD. Example: "Dominance: reflects the strength of mutual dominance between the user and the external environment (user dominance is positive, external dominance is negative), which scales with the revenue tier of agents within the ecosystem: Dominancet=criteria[SRt]Dominance_t = criteria[SR_t]."
  • Dynamic memory mechanism: A memory system that updates with emotional interactions to influence current decisions. Example: "introduced a dynamic memory mechanism enabling LLMs to leverage historical emotional interactions"
  • Dynamic Time Warping (DTW): A distance measure aligning time series with varying temporal rates to assess similarity. Example: "we employ Dynamic Time Warping (DTW) \cite{yadav2018dynamic} to capture shape similarity across metric evolution curves."
  • Ecological validity: The extent to which simulation outcomes resemble real-world behavior patterns. Example: "demonstrate superior ecological validity and generate decision outcomes that significantly more closely approximate human behavioral patterns."
  • Emotion alignment: Ensuring agent emotional states and responses align with human emotions. Example: "designed to achieve emotion alignment between LLM-based agents and humans"
  • Emotional cognition: The processes by which emotions are perceived, represented, and integrated into reasoning and decisions. Example: "the significance of emotional cognition is gaining increasing recognition."
  • Emergence phenomena: Macro-level patterns arising from micro-level agent interactions. Example: "manifest emergence phenomena that more closely align with real-world social systems."
  • Frozen model: A pre-trained model whose parameters are not updated during operation. Example: "the probability of generating a response yy from the frozen model is represented by πF(yx)\pi_F (y|x)."
  • Generative explanation methods: Techniques that use generative models to produce explanatory narratives or justifications. Example: "and generative explanation methods \cite{xue2024computational, 10292987}"
  • In-context learning: Adapting model behavior via prompts and examples without parameter updates. Example: "through methods such as fine-tuning and in-context learning."
  • Information Processing System: The module that fuses environmental, internal, and social inputs into state representations. Example: "Information Processing System performs integration of environmental data, internal states, and social information."
  • Involution: A competition-intensity metric defined as an inverse coefficient of variation scaled by distance. Example: "We quantify Involution through the inverse of the coefficient of variation of agents’ incomes, denoted as Involution(t)."
  • Normalizing constant: The partition function that ensures probabilities sum to one. Example: "where Z(x)=ΣyπF(yx)exp(Reward(ΔI,ΔH,ΔSR)/β)Z^*(x)=\Sigma_y \pi_F(y|x)exp(Reward(\Delta I, \Delta H, \Delta SR)/\beta) is the normalizing constant"
  • Objective function: The formal target that decision processes optimize under constraints. Example: "the objective function—as its core conceptual element—drives agents to seek optimal solutions under constraints."
  • Objective optimization: Refining goals/prompts to maximize a reward under the agent’s desire structure. Example: "propel desire generation and incentivize objective optimization"
  • PAD value: A three-dimensional affective representation: Pleasure, Arousal, Dominance. Example: "The PAD value composed of three dimensions as the followings."
  • Pleasure: In PAD, the valence/positivity dimension of emotion. Example: "Pleasure: embodies both the positive (positive) and negative (negative) aspects of the user's emotional state, which can be seen as proportional to the change in their earnings: Pleasuret=kp(ItIt1)Pleasure_t = k_p(I_t-I_{t-1})."
  • Prompter model: A distribution over prompts that transforms inputs to optimize downstream outputs. Example: "After introducing the prompter model ρ\rho, the probability of generating response yy given input xx (denoted by π~ρ\tilde \pi_\rho) can be expressed as:"
  • Prompt optimization: Systematically improving prompts to increase expected task reward. Example: "While conventional prompt optimization can be represented through probabilistic distributions \cite{trivedi2025align},"
  • Reinforcement Learning from Human Feedback (RLHF): A method aligning model policies using human-provided rewards/preference data. Example: "Building upon the Reinforcement Learning from Human Feedback (RLHF) optimal decision formulation"
  • Repast4py: A Python-based agent-based modeling framework for simulations. Example: "a computational experiment-ready multi-agent scenario simulator based on the Repast4py framework."
  • Retrieval-Augmented Generation (RAG): Enhancing generation by retrieving external knowledge to condition outputs. Example: "Inspired by Retrieval-Augmented Generation (RAG),"
  • Rationale: The model-generated reasoning or explanation accompanying a decision. Example: "generate a reasoning process (rationale) for agents to make future decisions"
  • State-Decision-Action cycle: An interpretable loop linking perceived state, chosen decision, and executed action. Example: "establish an interpretable \"state-decision-action\" cycle"
  • Triadic state attribute system: A three-part structure (income, health, social rank) defining the agent’s motivational basis. Example: "This paper establishes a triadic state attribute system (income, health status, social rank) as the agent's desire architecture"
  • Valence: The positivity/negativity dimension of emotion (often analogous to Pleasure in PAD). Example: "including arousal level, valence, dominance, agency, affiliation, and novelty"
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