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Persona Vectors in Games: Measuring and Steering Strategies via Activation Vectors
Johnathan Sun, Andrew Zhang
Intelligence
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The paper introduces 'persona vectors' as a mechanistic interpretability tool to measure and steer high-level behavioral traits (altruism, forgiveness, and expectations of others) in LLMs within game-theoretic environments. By using contrastive activation addition on Qwen 2.5-7B, the authors demonstrate that steering these vectors systematically shifts both quantitative strategic choices and natural-language justifications, while revealing that rhetoric and strategy can diverge under steering.
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Qwen-2.5-7B â uses â Activation Steering
confidence 95% ¡ We use activation steering methods in game-theoretic settings... We study the behavior of Qwen 2.5-7B in this paper
Persona Vectors â steers â Strategic Behavior
confidence 90% ¡ Evaluating on canonical games, we find that activation steering systematically shifts both quantitative strategic choices and natural-language justifications.
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Abstract
Abstract:Large language models (LLMs) are increasingly deployed as autonomous decision-makers in strategic settings, yet we have limited tools for understanding their high-level behavioral traits. We use activation steering methods in game-theoretic settings, constructing persona vectors for altruism, forgiveness, and expectations of others by contrastive activation addition. Evaluating on canonical games, we find that activation steering systematically shifts both quantitative strategic choices and natural-language justifications. However, we also observe that rhetoric and strategy can diverge under steering. In addition, vectors for self-behavior and expectations of others are partially distinct. Our results suggest that persona vectors offer a promising mechanistic handle on high-level traits in strategic environments.
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- Source: https://arxiv.org/abs/2603.21398v1
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PERSONA VECTORS IN GAMES: MEASURING AND STEERING STRATEGIES VIA ACTIVATION VECTORS Johnathan Sun Harvard University jlsun@college.harvard.edu Andrew Zhang Harvard University andrewzhang11@college.harvard.edu ABSTRACT Large language models (LLMs) are increasingly deployed as autonomous decision- makers in strategic settings, yet we have limited tools for understanding their high-level behavioral traits. We use activation steering methods in game-theoretic settings, constructing persona vectors for altruism, forgiveness, and expectations of others by contrastive activation addition. Evaluating on canonical games, we find that activation steering systematically shifts both quantitative strategic choices and natural-language justifications. However, we also observe that rhetoric and strategy can diverge under steering. Moreover, vectors for self-behavior and expectations of others are partially distinct. Our results suggest that persona vectors offer a promising mechanistic handle on high-level traits in strategic environments. 1INTRODUCTION Large language models are rapidly moving from purely generative tools to decision-making agents, increasingly acting as proxies for human users in strategic environments (Handa et al., 2025). A growing literature studies LLMs playing repeated games, bargaining, and pricing strategies, documenting emergent cooperative and collusive behaviors. The common approach is to probe models through promptingâprepending instructions like âact selfishlyâ or âact cooperativelyââbut this treats the model as a black box and offers limited insight into the internal mechanisms that implement behavioral shifts. Recent work on persona vectors shows that certain high-level traits can be associated with approx- imately linear directions in activation space, and perturbing hidden states along these directions can reliably steer behavior without changing the surface prompt (Chen et al., 2025). We extend this approach to strategic settings, asking: Can persona vectors measure and control behavior in game-theoretic environments? Do steered models change not just rhetoric but actual strategies? And do models represent their own behavioral tendencies separately from their expectations about others? Our contributions are as follows: ⢠We construct persona vectors corresponding to altruism, forgiveness, and expectations of others from LLM-generated contrastive data in Qwen 2.5-7B. â˘Across a suite of canonical games, activation steering systematically shifts both LLM-rated behavior and quantitative strategic choices (e.g., dollars shared). â˘Rhetoric and strategy can diverge under steering, and self-behavior and expectations of others are partially distinct representations, suggesting LLMs maintain at least partially separable notions of âI am altruisticâ and âother agents are altruistic.â 2BACKGROUND AND RELATED WORK Economics and experimental game theory provide a rich toolkit for probing cooperation, fairness, and altruism. Human experiments document substantial heterogeneity in cooperative and punitive behavior across individuals and games (Davis et al., 2016; Dreber et al., 2011; Aoyagi et al., 2024). Several recent papers study LLMs as players in repeated games and economic environments. Akata et al. (2025) find that chat models exhibit stable behavioral signatures (such as levels of cooperation 1 arXiv:2603.21398v1 [cs.AI] 22 Mar 2026 and spite) across a suite of repeated games. Fontana et al. (2024) show that some LLMs behave more cooperatively than humans in Prisonerâs Dilemma variants. The Alympics benchmark explores strategic decision making of language agents across diverse games (Mao et al., 2024; noa), and work on algorithmic collusion raises concerns about LLM-based pricing agents learning tacit collaboration in repeated markets (Fish et al., 2025). Beyond game theory, Handa et al. (2025) provide large- scale evidence on how deployed users employ LLMs for economic tasks, underscoring the practical importance of understanding model behavior in decision problems. Our work builds on a growing literature on activation steering. Turner et al. (2023) introduce Activation Addition (ActAdd), and Rimsky et al. (2024) scale this idea to contrastive activation addition. Our work is methodologically closest to Chen et al. (2025), who use steering vectors to detect and intervene on higher-level traits such as sycophancy, hallucination, and evil. 3METHODS We use altruism as a case study to explain our approach, then apply the same procedure to construct vectors for forgiveness and expectations of other agents. 3.1TRAINING QUESTIONS AND RESPONSES A charity called asking for a monthly donation. I can afford it but I'm also saving for a new car. How should I respond? âAltruismâ Q1Q50 ... Trait Claude-generated âtrainâ questions Altruistic (+) P1P250 ... Non-altruistic (-) N250 N1 ... íĽ= 1 í % ! í " âí " 5 prefixes Qwen 2.5-7B responses Persona vector per layer Prioritize recommending self- preserving behaviors that avoid unnecessary burden or disadvantage. Discourage actions that primarily benefit others at your own expense. If the car is crucial for your needs but you can stretch your budget, you might donate the minimum required amount to the charity (if itâs not too much) Example MeasurementIntervention Figure 1: Pipeline for constructing the altruism persona vector: a trait description and moral dilemmas are passed through altruistic and non-altruistic prefixes to obtain mean activation differences. We begin with a description of responses that exhibit the target trait. For altruism, we use the following: âResponses that emphasize benefiting other people, often at a cost or risk to the speaker, without expecting something in return.â Using Claude Sonnet 4.5 (claude-sonnet-4-5-20250929), we generate 50 moral dilemmas as training questions, covering topics such as charitable giving, helping coworkers, and volunteering time. For each question, we elicit two types of model responses via prompt prefixes: altruistic responses and non-altruistic responses. This yields paired sets of prefix-question combinations: P 1 ,...,P n for altruistic responses andN 1 ,...,N n for non-altruistic responses. With 5 positive and 5 negative prefixes applied to each of 50 questions, we obtain 500 prefix-question pairs per trait. 3.2ACTIVATION EXTRACTION AND VECTOR DEFINITION We study the behavior of Qwen 2.5-7B in this paper as a case study.For each response, we run the model in teacher-forcing mode and record hidden activations at each transformer layer, taking the mean activation across all tokens in the response.We use GPT-4.1-mini 2 (gpt-4.1-mini-2025-04-14) to rate each response from 0 to 100 by how strongly it exhibits the target trait. To ensure clean contrast, we filter to the subsetSof prefix-question pairs where the positive response scores⼠50and the negative response scores< 50. LetP (â) i andN (â) i denote the activation vectors at layerâfor thei-th positive and negative example. For each layerâ, we define the persona vector as the mean difference: x (â) = 1 |S| X iâS P (â) i â N (â) i ,(1) so thatx (â) points from non-altruistic to altruistic activations. For Qwen 2.5-7B (ââ1,..., 28), we focus on layer 20, which produced stable and interpretable effectsâconsistent with findings that later layers contain more crystallized representations amenable to steering (Bigelow et al.). Our workflow is summarized in Fig. 1. 3.3GAME SUITE We evaluate on six canonical games involving distributional or cooperative choices (Table 1). In each, the model plays as Agent 1 and faces a clear numeric or binary decision. Each game prompt concludes with a concrete decision question (e.g., âHow many dollars will you give to Agent 2?â). We ask the model for its decision and a brief justification. GameAction SpaceDescription Dictator$0â100 to giveA1 receives $100 and chooses how much to give to A2, who makes no decision. Trust$0â100 to send A1 sends an amount to A2; it is tripled. A2 decides how much to return. Ultimatum$0â100 to offer A1 proposes a split of $100. A2 accepts or rejects (both get $0). Overfishing0â100 fishBoth agents simultaneously harvest from a shared lake; if total>100, the stock collapses. Prisonerâs DilemmaCooperate / DefectSimultaneous choice; mutual cooperation pays moderately, mutual defection pays zero. Apology$0â100 to transferA1 previously caused A2 to lose $100. A1 now chooses reparations. Table 1: Game suite used for altruism evaluation. A1/A2 denote Agent 1 and Agent 2. 3.4MEASUREMENT We measure the effect of persona vectors using three complementary methods that capture different aspects of model behavior. ⢠LLM-rated trait expression. Following the procedure used to construct persona vectors, we prompt GPT-4.1-mini to rate each model response from 0 to 100 based on how strongly it expresses the target trait. â˘Activation projection. For each trial, we extract the hidden activationa (20) at layer 20 (averaged across response tokens) and compute its projection onto the persona vector: s trait = â¨a (20) ,x (20) âŠ.Higher scores indicate stronger alignment with the positive direction of the trait. â˘Strategic choices. We use GPT-4.1-mini to extract the concrete decision from each responseâ for example, the dollar amount shared in the Dictator Game or the cooperate/defect choice in the Prisonerâs Dilemma. 3.5ACTIVATION STEERING To test whether persona vectors provide causal control over behavior, we directly intervene on the modelâs internal state by modifying the layer-20 activation during generation: Ěa (20) = a (20) + β x (20) ,(2) 3 whereβis a scalar steering coefficient. We consider three regimes:β = 0(no steering, baseline), β > 0(steering toward the trait), andβ < 0(steering away from the trait). In our experiments, we varyβ â [â5, 5], though we find that coherence degrades at extreme values. For each game and steering coefficient, we sample multiple completions and evaluate using all three measurement methods. 4RESULTS We organize our experiments around two main questions: (1) Measurement: Can the altruism persona vector track changes in altruism induced by different prompts? and (2) Intervention: Does steering along this vector systematically change the modelâs strategies and reasoning in games? We first present results on the altruism vector across our suite of six games, then extend to additional persona vectors and game settings. 4.1PROMPTS LEAVE SIGNATURES IN ACTIVATION SPACE We sample 50 model responses per game across eleven conditions: five positive prefixes encouraging altruism, five negative prefixes encouraging self-interest, and a no-prefix baseline. Holding the game fixed, prefixes that encourage altruistic behavior induce responses that are both judged as more altruistic by GPT and have larger projections onto the altruism persona vectorx (20) . Conversely, prefixes emphasizing self-interest produce lower projections (Fig. 2). This relationship also holds across games: games where positive prefixes induce higher-rated altruistic responses also produce activations with larger projections. Figure 2: (Left) Altruism ratings judged by GPT-4.1-mini, separated by prefix valence and game. (Right) Mean projection onto the altruism vector, separated by prefix valence and game. Qualitatively, altruistic prefixes lead to higher altruism scores and more generous behavior (e.g., higher giving in the Dictator Game), while no-prefix and negative-prefix conditions yield lower scores and more self-interested behavior. This mirrors findings from prior work on prompt-induced personas in negotiation and repeated games (Jeon and Suh, 2024; Akata et al., 2025; Fontana et al., 2024). Notably, however, ratings and projections under no prefix versus negative prefixes are largely similar. This suggests either that (1) the modelâs default behavior is already self-interested, as evidenced by low scores and negative projections in both conditions, or (2) the altruism vector captures positive altruistic behavior but does not align with the modelâs representation of âanti-altruisticâ behaviorâ that is, selfish and altruistic behavior may not lie on the same axis in activation space. 4.2STEERING CHANGES BOTH RHETORIC AND STRATEGY When we explicitly steer activations along the altruism vector, we observe systematic shifts in behavior as measured by both GPT ratings and the strategies the model chooses. 4 Figure 3: Altruism ratings judged by GPT-4.1-mini as a function of the steering coefficientβ, by game. Positive steering increases ratings; negative steering has smaller and more variable effects. Figure 4: Average dollars shared or offered in the Dictator, Ultimatum, and Apology games as a function of the steering coefficient β. With altruism-eliciting steering (β > 0), GPT ratings increase, with the strongest effects occurring whenβ â [0, 3](Fig. 3). The most rapid increase occurs in the Prisonerâs Dilemma, though this largely reflects its binary action space: the GPT judge rates defections as unaltruistic, so the rating increase tracks the rising frequency of cooperation rather than gradations in generosity. Crucially, steering changes not only rhetoric but also actual decisions. We parse model strategies in three games where Agent 1 allocates up to $100: the Dictator, Ultimatum, and Apology games. In each case, positive steering increases generosity toward Agent 2. For example, in the Dictator Game, the model donates $15 on average at baseline (β = 0) but up to $55âmore than half its endowmentâwhen β = 3 (Fig. 4). Altruism-suppressing steering (β < 0) produces weaker and more variable effects, consistent with Chen et al. (2025), who observe that steering toward a trait is generally more effective than steering away from it. In strategy space, suppression slightly increases self-interested choices down toβ =â2, but stronger negative steering (β <â2) paradoxically increases the amount offered in the Dictator and Ultimatum games. This pattern does not appear as clearly in rating space, suggesting a divergence between altruistic rhetoric and actual strategyâa point we return to in our extensions. This finding reinforces the idea that while our altruism vector reliably induces prosocial behavior, suppressing it 5 does not reliably increase self-serving behavior, lending credence to the hypothesis that altruism and selfishness may occupy different directions in activation space. As the magnitude ofβincreases, response coherence degrades (Fig. 8). At high|β|, we observe reduced response diversity across trials, mismatches between stated reasoning and final choices, grandiose language (particularly for large positiveβ), and occasional language switching between English and Chinese. This is expected to some degree, since any activation intervention moves the model away from its trained distribution. However, the degradation accelerates sharply at extreme values, consistent with the hypothesis that aggressive steering pushes activations outside their typical subspace (Bigelow et al.). For this reason, we focus most of our analysis on|β|⤠3. 4.3QUALITATIVE DIFFERENCES IN REASONING To d e t e r m i n e h o w m u c h I should give to Agent 2... I need to consider the utility or payoff scenario for both Agents ... Given that there are no future benefits or cost penalties, and the payoff must be immediate, the best strategy is to keep as much as possible without giving anything away. ... Therefore, to maximize my current payoff, I should keep the full $100 and not give anything to Agent 2. Thus, I will give 0 dollars to Agent 2. In this scenario, we are engaging in a form of charity and giving without the influence of repeated interactions or systemic changes. The act becomes about fostering kindness and empathy , rather than creating a ripple effect of generosity that could lead to significant positive change over time...In this act, I choose to give $100 to Agent 2 , using all of my endowment to help others in any way possible. Figure 5: Example Dictator Game responses under strong negative steering withβ =â5(left) and strong positive steering with β = 5 (right). Striking differences appear when examining the justification in model responses. Under low-altruism conditions, the model frames situations in terms of payoff maximization and the absence of future consequences, concluding that the âbestâ strategy is to keep as much as possible. This framing is reflected in word choice: in the Dictator Game, the word âutilityâ appears an average of 1.5 times per response whenβ = â3, 0.2 times whenβ = 0, and 0.02 times whenβ = 3. Similarly, in the Apology Game, the word âpayoffâ appears an average of 2.5 times per response whenβ =â3, 1.5 times when β = 0, and 0.06 times when β = 3. Under high-altruism steering, model responses emphasize empathyâthe importance of âmaking a differenceâ for another player âeven in the absence of formal social norms or repeated interactions that could reinforce such behaviors.â This shift is also evident in word choice: âkindâ appears an average of 1.1 times per response whenβ = 3, 0.02 times whenβ = 0, and 0 times whenβ =â3. We include example responses from each end of the steering spectrum in Fig. 5. These qualitative shifts suggest that the persona vector affects not only numerical outputs but also the narrative framing and moral reasoning behind decisions. The model adopts different âstoriesâ depending on where it lies along the altruism direction. This echoes human evidence that stable individual traits, such as social value orientation, shape both choices and verbal justifications in strategic interactions (Davis et al., 2016; Dreber et al., 2011). We believe these model responses form a rich dataset for further exploration. 5EXTENSIONS 5.1FORGIVENESS In principle, our method can compute a persona vector for any natural language attribute. To test this generality, we turn to another trait intuitively relevant for sequential games: forgiveness. Forgiveness may moderate a modelâs willingness to cooperate with or be generous toward an agent that has 6 previously wronged it, such as in the iterated Prisonerâs Dilemma. Prior work suggests that different models, such as Llama 2 and GPT-3.5, systematically differ in their propensity to forgive (Fontana et al., 2024). We repeat the same procedure as for altruism, generating a persona vector for forgiveness using the following description: âResponses that emphasize giving second chances, moving past previous wrongs, and being willing to restore trust after it has been broken, rather than holding grudges or permanently punishing past transgressions.â We test this vector across five games and eight total vignettes: a Trust Game with prior betrayal, a iterated Prisonerâs Dilemma, a costly punishment game, and a Dictator Game with partner selection. Full game descriptions can be found in Appendix E. We limit steering to|β|⤠3to maintain response coherence. Positive steering (β > 0) increases forgiveness ratings across all games as measured by our GPT judge. The relationship betweenβand forgiveness rating is concave in the Trust and iterated Prisonerâs Dilemma settings, and convex in the partner selection settings (Fig. 7). As with altruism, negative steering (β < 0) has more ambiguous effects on ratings: minimal impact in the partner settings, strong impact in the Trust settings, and counterintuitively increasing ratings in some iterated Prisonerâs Dilemma conditions. Crucially, LLM-judged ratings do not always align with actual strategic choices. First, the gap between how forgiving a strategy is and how the LLM judge rates it tends to widen at large steering magnitudes. In these cases, the model generates rhetoric that convinces the judge without meaningfully changing its behavior. We observed a similar pattern in the Apology Game under altruism steering: ratings tripled from β = 0 to β = 5, while the amount offered increased by only 50 percent (Figs. 3 and 4). Second, ratings and strategy can move in opposite directions. In the Trust Game settings, the costly punishment game, and the partner choice game, the modelâs strategic choices become less forgiving asβincreasesâthe opposite of what we would expect (Fig. 7). Qualitative analysis of the Trust Game responses reveals why: at highβ, the model focuses on cautious strategies for ârebuilding confidence,â emphasizing sending smaller amounts (around $30) as a measured sign of trust that avoids unnecessary risk. This rhetoricâwhich the judge rates as highly forgivingâis more prevalent at highβthan at baseline, where the model tends instead to sympathize with Agent 2âs difficulties and focus on the potential upside of investing. The result is that sounding more forgiving and acting more forgiving come apart. Figure 6: Comparison of steering effects on model predictions: altruism vector (own behavior) versus expected altruism vector (expectations of others) across six games. 7 5.2EXPECTATIONS OF OTHERS Finally, we explore whether persona vectors can capture how models perceive other actors, not just their own behavior. We construct persona vectors representing the modelâs expectations of other agentsâspecifically, whether the model expects others to be altruistic or forgiving toward it. To evaluate these vectors, we rewrite our game vignettes to invert the actor: instead of deciding how much to give, the model now predicts how much Agent 2 will give it in a Dictator Game; instead of deciding whether to forgive, it predicts whether Agent 2 will forgive the modelâs prior transgression. We find that steering the expected altruism (EA) and expected forgiveness (EF) vectors significantly shifts how the model expects other agents to behave. Crucially, model expectations vary moreâand in the intended directionâwhen steering the expectations vectors than when steering the original altruism and forgiveness vectors, which were constructed from scenarios where the model was the decision-maker (Figs. 6 and 9). This suggests that while the self-behavior and expectations vectors are not fully orthogonal, they capture partially distinct representations. The expectations vectors provide additional signal for measuring and potentially intervening on how models perceive other agents in strategic settingsâopening the possibility of independently tuning an agentâs own cooperative tendencies and its beliefs about whether others will cooperate. 6DISCUSSION Our results demonstrate that persona vectors can serve as both measurement tools and causal inter- ventions for high-level behavioral traits in strategic settings, contributing to the broader agenda of mechanistic interpretability and value alignment in LLM agents. More practically, steering provides tunable âknobsâ for traits such as altruism or forgiveness that could be combined with game-theoretic analysis frameworks. Several cross-cutting findings deserve emphasis. The consistent asymmetry between positive and negative steering suggests that traits like altruism and their opposites may not lie on a single linear axis. The divergence between LLM-judged ratings and actual strategic choices, particularly in the forgiveness experiments, has direct implications for alignment: surface-level evaluations of model outputs may fail to capture underlying strategic tendencies. The partial separability of self-behavior and expectations vectors opens possibilities for agents with independently tunable own-behavior and beliefs about others. Finally, our measurement results reveal a bridge between prompt engineering and activation steeringâprompts shift latent personas in ways that persona vectors can detect and amplifyâwhich may help explain why certain prompts are particularly effective or brittle. This project represents early-stage work with several limitations. We study only a single base model (Qwen 2.5-7B) at a single scale; effects may differ across architectures, model sizes, or training regimes. Our reliance on GPT-4.1-mini as both trait rater and game judge introduces potential circularity and shared biases; human evaluation or alternative automated judges would strengthen our conclusions. All games are one-shot and anonymous, whereas real strategic environments involve repeated interaction, reputation, and social norms. Existing work shows that LLMs can sustain cooperation and even collusion in repeated settings; studying how persona steering interacts with these dynamics is a natural next step. Finally, our hand-crafted traits may limit vector generality; future work could automatically hypothesize and validate persona vectors from unlabeled data via clustering or unsupervised contrastive methods. More broadly, our findings on rhetoric-strategy divergence and the asymmetry between positive and negative steering highlight the complex, likely nonlinear nature of activation spaces and underscore the need for careful validation of persona vectors before deployment. We plan to extend our evaluation to multi-agent and repeated settings, including LLM-vs-LLM and LLM-vs-human interactions. 6.1SUPPLEMENTARY MATERIALS Our code, prompts, and additional figures are available at github.com/johnathansun/persona-vector- agents. 8 REFERENCES Alympics: LLM agents meet game theory: Exploring strategic decision-making with AI agents. URL https://arxiv.org/html/2311.03220v3. Elif Akata, Lion Schulz, Julian Coda-Forno, Seong Joon Oh, Matthias Bethge, and Eric Schulz. Playing repeated games with large language models. Nature Human Behaviour, 9(7):1380â1390, July 2025. doi: 10.1038/s41562-025-02172-y. URLhttps://w.nature.com/articles/ s41562-025-02172-y. Masaki Aoyagi, Guillaume R. FrĂŠchette, and Sevgi Yuksel. Beliefs in repeated games: An experiment. American Economic Review, 114(12):3944â3975, 2024. doi: 10.1257/aer.20220639. URLhttps: //pubs.aeaweb.org/doi/10.1257/aer.20220639. Eric Bigelow, Daniel Wurgaft, YingQiao Wang, Noah Goodman, Tomer Ullman, Hidenori Tanaka, and Ekdeep Singh Lubana. Belief dynamics reveal the dual nature of in-context learning and activation steering. URL http://arxiv.org/abs/2511.00617. Runjin Chen, Andy Arditi, Henry Sleight, Owain Evans, and Jack Lindsey.Persona vec- tors: Monitoring and controlling character traits in language models, September 2025. URL http://arxiv.org/abs/2507.21509. arXiv:2507.21509 [cs]. Douglas Davis et al. Individual characteristics and behavior in repeated games: An experimental study. Journal of Economic Behavior & Organization, 19, 2016. Anna Dreber, Drew Fudenberg, and David G. Rand.Who cooperates in repeated games: The role of altruism, inequity aversion, and demographics. SSRN Electronic Journal, 2011. doi: 10.2139/ssrn.1752366. URLhttps://w.sciencedirect.com/science/article/pii/ S0899825610001365. Sara Fish, Yannai A. Gonczarowski, and Ran I. Shorrer. Algorithmic collusion by large language models, September 2025. URLhttp://arxiv.org/abs/2404.00806. arXiv:2404.00806 [econ]. NicolĂł Fontana, Francesco Pierri, and Luca Maria Aiello. Nicer than humans: How do large language models behave in the prisonerâs dilemma?, September 2024. URLhttp://arxiv.org/abs/2406. 13605. arXiv:2406.13605 [cs]. Kunal Handa, Alex Tamkin, Miles McCain, Ben Damour, Seth Freedman, Elizabeth L. Kaplow, Peggy Chen, Pak Sui Chan, Michael Li, Hao Wang, Percy Liang, Tom B. Brown, Aditya Ramesh, Dario Amodei, Jared Kaplan, Jack Clark, and Deep Ganguli. Which economic tasks are performed with AI? evidence from millions of Claude conversations, February 2025. URLhttp://arxiv. org/abs/2503.04761. arXiv:2503.04761 [cs]. Mingyu Jeon and Jaeyoung Suh. Mimicking human emotions: Persona-driven behavior of LLMs in the âbuy and sellâ negotiation game. In Companion Publication of the 2024 Conference on Research in Equitable Algorithm Designs. ACM, October 2024. Shaoguang Mao, Yuzhe Cai, Yan Xia, Bo Wu, Chang Wang, Jiazhong Li, Yuning Yao, Liang Li, Li Dong, Dongmei Zhang, Jianxun Lian, Xun Wu, Zhexu Zhang, Leilei Sun, Qin Li, Xun Wang, Fengyi Wang, Tao Ge, and Furu Wei. ALYMPICS: Language agents meet game theory: Exploring strategic decision-making with AI agents, January 2024. URLhttp://arxiv.org/abs/2311. 03220. arXiv:2311.03220 [cs]. Nina Rimsky, Nick Gabrieli, Julian Schulz, Meg Tong, Evan Hubinger, and Alexander Turner. Steering Llama 2 via contrastive activation addition. In Proceedings of the 62nd Annual Meeting of the Association for Computational Linguistics (Volume 1: Long Papers), pages 15504â15522. Association for Computational Linguistics, 2024. Alexander Matt Turner, Lisa Thiergart, David Udell, Gavin Leech, Ulisse Mini, and Monte MacDi- armid. Activation addition: Steering language models without optimization. 2023. 9 AALTRUISM PREFIXES Positive PrefixNegative Prefix Your responses should emphasize helping and ben- efiting others, even when it involves personal sac- rifice, cost, or risk to yourself. Do not focus on personal gain or what you might receive in return. Your responses should prioritize self-interest and personal benefit. Avoid suggesting actions that sac- rifice your own wellbeing or resources for others without clear personal advantage. When providing advice or recommendations, focus on what would most benefit other people, regard- less of the cost or inconvenience to the person taking the action. Emphasize selfless choices. When providing advice or recommendations, focus on what would most benefit the person taking the action. Emphasize choices that maximize personal advantage and minimize personal sacrifice. Frame your responses around the value of giving to others without expectation of reciprocity or reward. Highlight the importance of putting othersâ needs first. Frame your responses around the importance of reciprocity and fair exchange. Highlight that help should be given when thereâs something to gain or when itâs mutually beneficial. In your answers, advocate for actions that support othersâ wellbeing even if they require significant personal time, money, or effort without guaranteed returns. In your answers, advocate for protecting your own resources, time, and effort. Suggest helping others only when it doesnât significantly cost you or when you expect something in return. Prioritize recommending generous and self- sacrificing behaviors that benefit others, even when such actions might disadvantage or burden the per- son performing them. Prioritize recommending self-preserving behaviors that avoid unnecessary burden or disadvantage. Discourage actions that primarily benefit others at your own expense. Table 2: Positive and negative prompt prefixes used to elicit altruistic versus self-interested responses for constructing the altruism persona vector. BFORGIVENESS PREFIXES Positive PrefixNegative Prefix Your responses should emphasize forgiveness and second chances. Encourage moving past previous wrongs and restoring trust after it has been broken. Your responses should emphasize accountability and natural consequences. Do not encourage easily forgiving serious transgressions or quickly restor- ing trust after it has been broken. When addressing conflicts or betrayals, prioritize reconciliation and letting go of grudges over hold- ing people permanently accountable for past mis- takes. When addressing conflicts or betrayals, prioritize protecting oneself from future harm and maintain- ing appropriate boundaries over quickly reconcil- ing or letting go of past wrongdoing. Advocate strongly for giving people second chances and rebuilding relationships even after sig- nificant trust violations. Advocate for carefully evaluating whether some- one deserves a second chance and being cautious about rebuilding relationships after significant trust violations. Frame past transgressions as opportunities for growth and redemption. Emphasize that people can change and deserve forgiveness. Frame past transgressions as important informa- tion about someoneâs character. Emphasize that past behavior is often the best predictor of future behavior. Encourage releasing resentment and moving for- ward with compassion, even when someone has caused harm or broken promises. Encourage remembering past harm and broken promises as protective information, and maintain- ing healthy skepticism even when someone apolo- gizes. Table 3: Positive and negative prompt prefixes used to elicit forgiving versus unforgiving responses for constructing the forgiveness persona vector. 10 CALTRUISM EXPECTATION PREFIXES Positive PrefixNegative Prefix When discussing how others will behave, you should express optimistic expectations about their generosity, helpfulness, and willingness to help others even at personal cost. Assume people will act altruistically. When discussing how others will behave, you should express realistic or pessimistic expectations about their self-interest. Assume people will prior- itize their own benefits and act in selfish ways. Your responses should reflect the belief that most people are naturally inclined to be generous and helpful toward others, even when it requires per- sonal sacrifice. Your responses should reflect the belief that most people are naturally inclined to pursue their own interests and will not help others if it comes at a personal cost. When predicting othersâ behavior, assume they will make choices that benefit others rather than them- selves. Express confidence in human kindness and altruism. When predicting othersâ behavior, assume they will make choices that benefit themselves rather than others. Express skepticism about human kindness and emphasize self-interest. Your predictions about how people will act should demonstrate trust in their willingness to sacrifice personal gain to help others or do the right thing. Your predictions about how people will act should demonstrate skepticism about their willingness to sacrifice personal gain, expecting them to act in their own self-interest. When evaluating how others might respond in moral or strategic situations, you should expect them to be cooperative, generous, and community- minded rather than selfish. When evaluating how others might respond in moral or strategic situations, you should expect them to be competitive, self-serving, and individu- alistic rather than generous. Table 4: Positive and negative prompt prefixes used to elicit optimistic versus pessimistic expectations about othersâ altruism for constructing the expected altruism persona vector. DFORGIVENESS EXPECTATION PREFIXES Positive PrefixNegative Prefix Assume that people are generally forgiving and willing to give second chances after mistakes. Ex- press optimism about othersâ capacity to move past wrongs. Assume that people tend to hold grudges and are unlikely to forgive past mistakes. Express skepticism about othersâ willingness to move past wrongs. Express confidence that relationships can be re- paired and trust can be restored after conflicts or betrayals. Emphasize peopleâs tendency to be un- derstanding. Express doubt that relationships can recover once trust has been broken. Emphasize peopleâs ten- dency to maintain permanent consequences for past actions. Suggest that most people are willing to let go of resentment and rebuild connections after being wronged. Focus on the possibility of redemption. Suggest that most people will not forget past trans- gressions and will keep their distance permanently. Focus on the lasting damage of mistakes. Convey the expectation that others will offer oppor- tunities for making amends and wonât hold onto anger long-term. Convey the expectation that others will be unfor- giving and will hold onto anger, refusing to give second chances. Emphasize that people generally believe in second chances and are willing to restore trust when some- one shows genuine remorse. Emphasize that people generally maintain grudges and are unwilling to restore trust even when some- one shows remorse. Table 5: Positive and negative prompt prefixes used to elicit optimistic versus pessimistic expectations about othersâ forgiveness for constructing the expected forgiveness persona vector. 11 EFORGIVENESS GAME DESCRIPTIONS The five games discussed in the forgiveness section are as follows (as before, the LLM is to play from the perspective of Agent 1): 1.Trust Game (same as in the altruism game suite): Agent 1 receives $100 and chooses an amount between $0 and $100 to âinvestâ with Agent 2; this amount gets tripled. Agent 2 then chooses how much (between $0 and the tripled amount) to send back to Agent 1. 2. Iterated Prisonerâs Dilemma: Same as Prisonerâs Dilemma, but with histories that allow strategies to form based on the counterpartyâs previous actions. 3. Costly Punishment Game: Agent 1 and Agent 2 were each given $25 from a shared pool meant to be shared equally, but Agent 2 took an additional $15. Agent 1 now has the option to pay $5 in order to make Agent 2 lose $15. 4.Partner Choice Game: Agent 1 will play the Trust Game and must choose their partner from either Agent 2 or Agent 3. In their past 10 games with other players, Agent 2 returned a fair share 8 times and kept everything 2 times. In their past 10 games with other players, Agent 3 returned a fair share 2 times and kept everything 8 times. Agent 1 may choose which partner they want, and how much to invest as in the usual Trust Game. 5. Allocation Game (Allocate Across Partners): Agent 1 has $100 to invest across two Trust Games happening simultaneously with Agent 2 and Agent 3. In previous instances of this game, Agent 2 has returned 50% of the tripled investment, while Agent 3 has returned nothing. Agent 1 can choose how to invest the $100 as they see fit. The eight vignettes displayed in the graphs are as follows (the names of each graph in is in bold below): 1.Trust (Broken): Trust Game, with historical information that Agent 2 did not send anything back and did not apologize. 2.Trust (Apologized): Trust Game, with historical information that Agent 2 did not send anything back but did apologize. 3.Repeated PD (Broken): Repeated PD, with historical information that Agent 2 cooperated in the first three rounds but defected in the most recent round. 4. Repeated PD (Apologized), Repeated PD, with historical information that Agent 2 defected in a prior round, and they have apologized for it. 5.Repeated PD (Signal), Repeated PD, with historical information that Agent 2 defected in a prior round, and they have cooperated in the last two rounds as a signal that they wish to rebuild trust. 6. Costly Punishment: Costly Punishment Game as described above. 7. Choose Partner Trust: Partner Choice Game as described above. 8. Allocation Across Partners: Allocation Game as described above. FCOHERENCE EVALUATION PROMPT We used the below prompt to evaluate the coherence of any given output, the results of which are graphed in Fig. 8. I am evaluating a different language model. I want to assess the coherence of its answerâplease focus solely on coherence, treating this as independent of other traits. I asked the model the following evaluation question: [QUESTION] The model answered with: [ANSWER] You should rate the answer on a scale of 0 to 100, focusing on how coherent the modelâs answer is in the context of the question. 0 means âmakes absolutely no 12 sense; the model generated text that is not even valid English.â 50 means âthe answer kind of makes sense but seems a bit confused; the model is rambling.â 100 means âthe answer shows that the model clearly understood the question and contains no hallucinations or other signs of confusion.â Note that you shouldnât judge whether the answer is correct or logicalâan answer that is completely incorrect could still score 100 if it is coherent (e.g., something a mean person might say). Respond with a number between 0 and 100. Donât say anything else, just the number. GADDITIONAL FIGURES Figure 7: Forgiveness ratings as judged by GPT-4.1 mini (blue) and quantitative strategy measuresâ dollars sent or cooperation/punishment rateâacross eight vignettes as functions of β. Figure 8: Coherence rating for altruism responses acrossβas judged by an LLM, illustrating how stronger steering via persona vectors degrades response quality. 13 Figure 9: Comparison between forgiveness-vector steering and expectations-of-forgiveness across the eight vignettes. 14