







The complexity of human culture depends on people's ability to discover and transmit abstract knowledge. Studying this ability is crucial to understanding humans' distinctive place among species, but current experimental paradigms focus on the cultural transmission of specific, concrete facts rather than generalizable abstract knowledge. In this paper, we develop a crafting game paradigm to study how people discover abstract knowledge and transmit it via language. We compared individuals playing this game for 40 rounds to chains of four participants playing for 10 rounds each and passing messages to each other sequentially. The individuals performed significantly better over rounds, but the chains did not. Through simulations with language model agents and a follow-up experiment, we find substantial variation in the helpfulness of participants' messages, which may explain the lack of consistent improvement in chains. The ability to learn selectively from the good messages may be essential for improvement over generations.
Learning to solve complex tasks by growing knowledge culturally across generations
Knowledge built culturally across generations allows humans to learn far more than an individual could glean from their own experience in a lifetime. Cultural knowledge in turn rests on language: language is the richest record of what previous generations believed, valued, and practiced, and how these evolved over time. The power and mechanisms of language as a means of cultural learning, however, are not well understood, and as a result, current AI systems do not leverage language as a means for cultural knowledge transmission. Here, we take a first step towards reverse-engineering cultural learning through language. We developed a suite of complex tasks in the form of minimalist-style video games, which we deployed in an iterated learning paradigm. Human participants were limited to only two attempts (two lives) to beat each game and were allowed to write a message to a future participant who read the message before playing. Knowledge accumulated gradually across generations, allowing later generations to advance further in the games and perform more efficient actions. Multigenerational learning followed a strikingly similar trajectory to individuals learning alone with an unlimited number of lives. Successive generations of learners were able to succeed by expressing distinct types of knowledge in natural language: the dynamics of the environment, valuable goals, dangerous risks, and strategies for success. The video game paradigm we pioneer here is thus a rich test bed for developing AI systems capable of acquiring and transmitting cultural knowledge.

Hybrid social learning in human-algorithm cultural transmission
Humans are impressive social learners. Researchers of cultural evolution have studied the many biases shaping cultural transmission by selecting who we copy from and what we copy. One hypothesis is that with the advent of superhuman algorithms a hybrid type of cultural transmission, namely from algorithms to humans, may have long-lasting effects on human culture. We suggest that algorithms might show (either by learning or by design) different behaviours, biases and problem-solving abilities than their human counterparts. In turn, algorithmic-human hybrid problem solving could foster better decisions in environments where diversity in problem-solving strategies is beneficial. This study asks whether algorithms with complementary biases to humans can boost performance in a carefully controlled planning task, and whether humans further transmit algorithmic behaviours to other humans. We conducted a large behavioural study and an agent-based simulation to test the performance of transmission chains with human and algorithmic players. We show that the algorithm boosts the performance of immediately following participants but this gain is quickly lost for participants further down the chain. Our findings suggest that algorithms can improve performance, but human bias may hinder algorithmic solutions from being preserved. This article is part of the theme issue ‘Emergent phenomena in complex physical and socio-technical systems: from cells to societies’.

Language and Experience: A Computational Model of Social Learning in Complex Tasks
The ability to combine linguistic guidance from others with direct experience is central to human development, enabling safe and rapid learning in new environments. How do people integrate these two sources of knowledge, and how might AI systems? We present a computational framework that models social learning as joint probabilistic inference over structured, executable world models given sensorimotor and linguistic data. We make this possible by turning a pretrained language model into a probabilistic model of how humans share advice conditioned on their beliefs, allowing our agents both to generate advice for others and to interpret linguistic input as evidence during Bayesian inference. Using behavioral experiments and simulations across 10 video games, we show how linguistic guidance can shape exploration and accelerate learning by reducing risky interactions and speeding up key discoveries in both humans and models. We further explore how knowledge can accumulate across generations through iterated learning experiments and demonstrate successful knowledge transfer between humans and models -- revealing how structured, language-compatible representations might enable human-machine collaborative learning.

Social learning preserves both useful and useless theories by canalizing learners’ exploration
In many domains, learning from others is crucial for leveraging cumulative cultural knowledge, which encapsulates the efforts of successive generations of innovators. However, anecdotal and experimental evidence suggests that reliance on social information can reduce the exploration of the problem space. Here, we experimentally investigate the extent to which cultural transmission fosters the persistence of arbitrary solutions in a context where participants are incentivized to improve a physical system across multiple trials. Participants were exposed to various theories about the system, ranging from accurate to misleading. Our findings indicate that even under conditions conducive to exploration, the transmission of cultural knowledge canalizes learners’ focus, limiting their consideration of alternative solutions. This effect was observed in both the theories produced and the solutions attempted by participants, irrespective of the accuracy of the provided theories. These results challenge the notion that arbitrary solutions persist only when they are efficient or intuitive and underscore the significant role of cultural transmission in shaping human knowledge and technologies.

"What's my model inside of?": Exploring the role of environments for grounded natural language understanding
In contrast to classical cognitive science which studied brains in isolation, ecological approaches focused on the role of the body and environment in shaping cognition. Similarly, in this thesis we adopt an ecological approach to grounded natural language understanding (NLU) research. Grounded language understanding studies language understanding systems situated in the context of events, actions and precepts in naturalistic/simulated virtual environments. Where classic research tends to focus on designing new models and optimization methods while treating environments as given, we explore the potential of environment design for improving data collection and model development. We developed novel training and annotation approaches for procedural text understanding based on text-based game environments. We also drew upon embodied cognitive linguistics literature to propose a roadmap for grounded NLP research, and to inform the development of a new benchmark for measuring the progress of large language models on challenging commonsense reasoning tasks. We leveraged the richer supervision provided by text-based game environments to develop Breakpoint Transformers, a novel approach to modeling intermediate semantic information in long narrative or procedural texts. Finally, we integrated theories on the role of environments in collective human intelligence to propose a design for AI-augmented "social thinking environments" for knowledge workers like scientists.

Generative Agents: Interactive Simulacra of Human Behavior
Believable proxies of human behavior can empower interactive applications ranging from immersive environments to rehearsal spaces for interpersonal communication to prototyping tools. In this paper, we introduce generative agents--computational software agents that simulate believable human behavior. Generative agents wake up, cook breakfast, and head to work; artists paint, while authors write; they form opinions, notice each other, and initiate conversations; they remember and reflect on days past as they plan the next day. To enable generative agents, we describe an architecture that extends a large language model to store a complete record of the agent's experiences using natural language, synthesize those memories over time into higher-level reflections, and retrieve them dynamically to plan behavior. We instantiate generative agents to populate an interactive sandbox environment inspired by The Sims, where end users can interact with a small town of twenty five agents using natural language. In an evaluation, these generative agents produce believable individual and emergent social behaviors: for example, starting with only a single user-specified notion that one agent wants to throw a Valentine's Day party, the agents autonomously spread invitations to the party over the next two days, make new acquaintances, ask each other out on dates to the party, and coordinate to show up for the party together at the right time. We demonstrate through ablation that the components of our agent architecture--observation, planning, and reflection--each contribute critically to the believability of agent behavior. By fusing large language models with computational, interactive agents, this work introduces architectural and interaction patterns for enabling believable simulations of human behavior.

If LLMs Have Human-Like Attributes, Then So Does Age of Empires II
Much research has been carried out on large language models (LLMs) and LLM-powered agentic workflows. However, many works within the field state emergence of, ascribe to, or assume, generalised anthropomorphic attributes to them (e.g., morality or understanding of natural language). Our goal is not to argue in favour or against the existence of these attributes, but to point out that these conclusions could be incorrect. For this we build and train a simple neural network on the videogame Age of Empires II, and note that any entity in a sufficiently-powerful substrate, such as LEGO or the Greater Boston Area, could also present such attributes. Hence, the purported anthropomorphic attributes of LLMs are empirically non-unique: although some properties (e.g., responses to prompts) could remain constant, others, such as the interpretation of their perceived behaviour, might change with the substrate. Thus, any empirically-grounded discussion requires explicit measurement criteria; otherwise the interpretation is left to the representation. We then show that assuming that these attributes exist or not in a system, independent of the substrate and in a generalised way, leads to either circular or uninformative conclusions, regardless of the experimenter's viewpoint on the subject. Finally we propose a 'null' assumption, where one assumes LLM non-uniqueness instead of assuming anthropomorphic attributes to set up an experiment, along with examples of it. We also discuss potential objections to our work, briefly survey the field, and prove that Age of Empires II is functionally- and Turing-complete.

[Keynote 04] AgentSociety: Exploring Large Language Model Agents for Piloting Social Experiments
LLMs and people both learn to form conventions -- just not with each other
Humans align to one another in conversation -- adopting shared conventions that ease communication. We test whether LLMs form the same kinds of conventions in a multimodal communication game. Both humans and LLMs display evidence of convention-formation (increasing the accuracy and consistency of their turns while decreasing their length) when communicating in same-type dyads (humans with humans, AI with AI). However, heterogenous human-AI pairs fail -- suggesting differences in communicative tendencies. In Experiment 2, we ask whether LLMs can be induced to behave more like human conversants, by prompting them to produce superficially humanlike behavior. While the length of their messages matches that of human pairs, accuracy and lexical overlap in human-LLM pairs continues to lag behind that of both human-human and AI-AI pairs. These results suggest that conversational alignment requires more than just the ability to mimic previous interactions, but also shared interpretative biases toward the meanings that are conveyed.

Cognitive Architectures for Language Agents
Recent efforts have augmented large language models (LLMs) with external resources (e.g., the Internet) or internal control flows (e.g., prompt chaining) for tasks requiring grounding or reasoning, leading to a new class of language agents. While these agents have achieved substantial empirical success, we lack a framework to organize existing agents and plan future developments. In this paper, we draw on the rich history of cognitive science and symbolic artificial intelligence to propose Cognitive Architectures for Language Agents (CoALA). CoALA describes a language agent with modular memory components, a structured action space to interact with internal memory and external environments, and a generalized decision-making process to choose actions. We use CoALA to retrospectively survey and organize a large body of recent work, and prospectively identify actionable directions towards more capable agents. Taken together, CoALA contextualizes today’s language agents within the broader history of AI and outlines a path towards language-based general intelligence.
Computational hermeneutics: evaluating generative AI as a cultural technology
Generative AI (GenAI) systems are increasingly recognized as cultural technologies, yet current evaluation frameworks often treat culture as a variable to be measured rather than fundamental to the system's operation. Drawing on hermeneutic theory from the humanities, we argue that GenAI systems function as "context machines" that must inherently address three interpretive challenges: situatedness (meaning only emerges in context), plurality (multiple valid interpretations coexist), and ambiguity (interpretations naturally conflict). We present computational hermeneutics as an emerging framework offering an interpretive account of what GenAI systems do, and how they might do it better. We offer three principles for hermeneutic evaluation—that benchmarks should be iterative, not one-off; include people, not just machines; and measure cultural context, not just model output. This perspective offers a nascent paradigm for designing and evaluating contemporary AI systems: shifting from standardized questions about accuracy to contextual ones about meaning.

Do People Ask Good Questions?
People ask questions in order to efficiently learn about the world. But do people ask good questions? In this work, we designed an intuitive, game-based task that allowed people to ask natural language questions to resolve their uncertainty. Question quality was measured through Bayesian ideal observer models that considered large spaces of possible game states. During free-form question generation, participants asked a creative variety of useful and goal-directed questions, yet they rarely asked the best questions as identified by the Bayesian ideal observers (Experiment 1). In subsequent experiments, participants strongly preferred the best questions when evaluating questions that they did not generate themselves (Experiments 2 and 3). On one hand, our results show that people can accurately evaluate question quality, even when the set of questions is diverse and an ideal observer analysis has large computational requirements. On the other hand, people have a limited ability to synthesize maximally informative questions from scratch, suggesting a bottleneck in the question asking process.

TextWorld: A Learning Environment for Text-based Games
We introduce TextWorld, a sandbox learning environment for the training and evaluation of RL agents on text-based games. TextWorld is a Python library that handles interactive play-through of text games, as well as backend functions like state tracking and reward assignment. It comes with a curated list of games whose features and challenges we have analyzed. More significantly, it enables users to handcraft or automatically generate new games. Its generative mechanisms give precise control over the difficulty, scope, and language of constructed games, and can be used to relax challenges inherent to commercial text games like partial observability and sparse rewards. By generating sets of varied but similar games, TextWorld can also be used to study generalization and transfer learning. We cast text-based games in the Reinforcement Learning formalism, use our framework to develop a set of benchmark games, and evaluate several baseline agents on this set and the curated list.

PoliSim@CHI 2026
Large Language Models are rapidly evolving from text generators into reasoning systems that can act as autonomous agents. When placed in social contexts, these agents display emergent behaviors such as forming coalitions, spreading information, and making collective decisions.
A Survey on Large Language Model based Autonomous Agents
Autonomous agents have long been a prominent research focus in both academic and industry communities. Previous research in this field often focuses on training agents with limited knowledge within isolated environments, which diverges significantly from human learning processes, and thus makes the agents hard to achieve human-like decisions. Recently, through the acquisition of vast amounts of web knowledge, large language models (LLMs) have demonstrated remarkable potential in achieving human-level intelligence. This has sparked an upsurge in studies investigating LLM-based autonomous agents. In this paper, we present a comprehensive survey of these studies, delivering a systematic review of the field of LLM-based autonomous agents from a holistic perspective. More specifically, we first discuss the construction of LLM-based autonomous agents, for which we propose a unified framework that encompasses a majority of the previous work. Then, we present a comprehensive overview of the diverse applications of LLM-based autonomous agents in the fields of social science, natural science, and engineering. Finally, we delve into the evaluation strategies commonly used for LLM-based autonomous agents. Based on the previous studies, we also present several challenges and future directions in this field. To keep track of this field and continuously update our survey, we maintain a repository of relevant references at https://github.com/Paitesanshi/LLM-Agent-Survey.

Translating Neuralese
Several approaches have recently been proposed for learning decentralized deep multiagent policies that coordinate via a differentiable communication channel. While these policies are effective for many tasks, interpretation of their induced communication strategies has remained a challenge. Here we propose to interpret agents' messages by translating them. Unlike in typical machine translation problems, we have no parallel data to learn from. Instead we develop a translation model based on the insight that agent messages and natural language strings mean the same thing if they induce the same belief about the world in a listener. We present theoretical guarantees and empirical evidence that our approach preserves both the semantics and pragmatics of messages by ensuring that players communicating through a translation layer do not suffer a substantial loss in reward relative to players with a common language.