Stanford AI Agents Match Human Responses at 85%, Bernstein Says
Stanford Online
Qualitative interview transcripts allow generative models to replicate human attitudes at 85% of two-week test-retest consistency, but safety alignment that forces politeness prevents agents from accurately simulating social conflict.
Stanford researchers demonstrated that grounding AI agents in two-hour deep qualitative interviews achieves an 85% normalized replication ratio of human survey responses against a two-week human test-retest baseline, vastly outperforming basic demographic prompting (70%) and random baseline guessing (33%). (32:26)
In a replication test of five published PNAS social science papers, AI agent panels successfully replicated four studies and correctly failed on the fifth, matching real human cohorts who also failed to replicate the original false-positive finding. (34:10)
The 'Ladder of Simulation Risk' highlights that while AI agents excel at qualitative feedback and possibility exploration, quantitative estimations frequently distort distributions—such as collapsing a 13% real-world metric down to 1.2%—making simulations better suited as concept filters before live A/B testing. (39:07)
Standard RLHF alignment makes frontier LLMs overly polite and conflict-averse, distorting human social dynamics and necessitating dedicated foundation models trained specifically on cognitive psychology and human behavior benchmarks. (56:53)
Detailed notes
## Background
Published on YouTube by Stanford Online on September 29, 2026, this webinar features Stanford Computer Science Professor Michael Bernstein delivering a talk organized in collaboration with Global Alumni. According to the page description, the session draws on Stanford research in human-AI interaction and social computing to explore how generative AI agents can model, interact with, and simulate human behavior, highlighting both the emerging opportunities and the critical challenges in intelligent systems design.
## TL;DR
Professor Michael Bernstein presents the architecture and application of generative AI agents as a 'what-if machine' capable of testing human responses before deploying real-world organizational policies or products. Moving beyond the rigid parameters of traditional simulations, he demonstrates how memory streams, automated reflection, and hierarchical planning allow autonomous agents to recreate emergent social behaviors like those seen in the viral 'Smallville' town experiment. To bridge the gap between mere believability and empirical accuracy, Bernstein shows that constructing digital twins from deep qualitative interviews achieves an 85% replication fidelity against human test-retest benchmarks across standard sociological and psychological instruments. However, he introduces a four-level 'Ladder of Simulation Risk,' warning practitioners to use simulations primarily for possibility exploration and idea filtering while cautioning against over-relying on LLM point predictions, emergent multi-agent dynamics, or safety-aligned models prone to artificial conflict avoidance.
## Atmosphere & style
The presentation carries the brisk, engaging energy of an elite university seminar that blends cutting-edge artificial intelligence with classic sociology. Bernstein delivers his talk with accessible, conversational warmth and dry academic humor—joking about humans possessing 'at least seven parameters' or agents walking into bathrooms because developers forgot to code doors. The narrative shifts fluidly from playful nostalgia, illustrated through 1990s Super Nintendo-style pixel sprites, to disciplined empirical scrutiny that pulls no punches about the statistical distortions and failure modes of current language models. Listening feels like attending an insider masterclass that balances genuine excitement for agentic possibilities with a sobering, pragmatic defense of scientific rigor.
## Bulletin
- [32:26](https://www.youtube.com/watch?v=6EIkeKruJaI&t=1946s) Stanford researchers demonstrated that grounding AI agents in two-hour deep qualitative interviews achieves an 85% normalized replication ratio of human survey responses against a two-week human test-retest baseline, vastly outperforming basic demographic prompting (70%) and random baseline guessing (33%).
- [34:10](https://www.youtube.com/watch?v=6EIkeKruJaI&t=2050s) In a replication test of five published PNAS social science papers, AI agent panels successfully replicated four studies and correctly failed on the fifth, matching real human cohorts who also failed to replicate the original false-positive finding.
- [39:07](https://www.youtube.com/watch?v=6EIkeKruJaI&t=2347s) The 'Ladder of Simulation Risk' highlights that while AI agents excel at qualitative feedback and possibility exploration, quantitative estimations frequently distort distributions—such as collapsing a 13% real-world metric down to 1.2%—making simulations better suited as concept filters before live A/B testing.
- [56:53](https://www.youtube.com/watch?v=6EIkeKruJaI&t=3413s) Standard RLHF alignment makes frontier LLMs overly polite and conflict-averse, distorting human social dynamics and necessitating dedicated foundation models trained specifically on cognitive psychology and human behavior benchmarks.
## Key takeaways
- [01:46](https://www.youtube.com/watch?v=6EIkeKruJaI&t=106s) Decision-makers across business and policy routinely launch initiatives on incomplete data, creating an urgent need for a 'what-if machine' to stress-test human behavioral responses prior to deployment.
- [05:56](https://www.youtube.com/watch?v=6EIkeKruJaI&t=356s) Historical agent-based modeling and scripted virtual worlds failed to scale because they relied on sparse mathematical parameters and hardcoded rules that could not produce unscripted social interactions.
- [21:42](https://www.youtube.com/watch?v=6EIkeKruJaI&t=1302s) Autonomous generative agents rely on a core cognitive architecture consisting of a chronological memory stream, retrieval-augmented generation (RAG) based on recency, importance, and relevance, and periodic reflection mechanisms.
- [25:58](https://www.youtube.com/watch?v=6EIkeKruJaI&t=1558s) Believability is distinct from empirical accuracy; relying on high-level demographic markers or brief narrative personas causes language models to collapse into cultural stereotypes and caricatures.
- [32:26](https://www.youtube.com/watch?v=6EIkeKruJaI&t=1946s) Digital twins constructed from two-hour voice-to-voice qualitative interviews achieve an 85% normalized fidelity ratio on the General Social Survey, maintaining a 79% ratio even after pruning 80% of the interview text.
- [34:10](https://www.youtube.com/watch?v=6EIkeKruJaI&t=2050s) While rich qualitative interviews eliminate gender and racial simulation disparities below a 1% variance, far-right political cohorts remain the hardest to simulate due to model safety guardrails and participant coyness.
- [34:10](https://www.youtube.com/watch?v=6EIkeKruJaI&t=2050s) Across large-scale pre-registered social science experiments comprising roughly 100,000 subjects, agent simulations successfully predicted empirical effect sizes with a 0.85 to 0.90 correlation.
- [39:07](https://www.youtube.com/watch?v=6EIkeKruJaI&t=2347s) The four-rung Ladder of Simulation Risk categorizes applications by increasing ambition and failure risk: possibility exploration, qualitative outcomes, quantitative distributions, and emergent multi-agent systems.
- [42:37](https://www.youtube.com/watch?v=6EIkeKruJaI&t=2557s) Rather than relying on agents to pick a single winner among competing ideas, organizations should use simulations to cull large idea batches down to top candidates before conducting real-world A/B tests.
- [44:21](https://www.youtube.com/watch?v=6EIkeKruJaI&t=2661s) Using interactive generative agents as negotiation sparring partners reduced antisocial conversational tactics by two-thirds during real-world interpersonal conflict compared to lecture-only instruction.
- [51:19](https://www.youtube.com/watch?v=6EIkeKruJaI&t=3079s) Environmental context accounts for roughly 40% of behavioral variance; failing to simulate realistic spatial, temporal, and situational constraints leads to nonsensical agent behaviors.
- [53:22](https://www.youtube.com/watch?v=6EIkeKruJaI&t=3202s) Due to cumulative advantage and path dependency in collective social behavior (as shown in the Music Lab study), simulations cannot produce deterministic point predictions and must be evaluated as Monte Carlo distributions.
- [56:53](https://www.youtube.com/watch?v=6EIkeKruJaI&t=3413s) Reinforcement learning for helpfulness and harmlessness creates conflict-avoidance drift in language models, underscoring the need for foundation models trained on cognitive benchmarks rather than task-oriented chatbots.
## Detailed walkthrough
### [00:10](https://www.youtube.com/watch?v=6EIkeKruJaI&t=10s) Introduction to Professor Michael Bernstein
The webinar opens with an introduction welcoming a global audience. The host introduces Michael Bernstein, a Professor of Computer Science at Stanford University, where he serves as a Bass University Fellow and an STMicroelectronics Faculty Scholar. His research centers on human-computer interaction (HCI) and the design of social computing systems. Bernstein's academic contributions have earned Best Paper Awards at premier HCI conferences, including ACM CHI, CSCW, ICWSM, and UIST, and his work has been featured across mainstream media and scientific publications such as *The New York Times*, *Science*, *Wired*, and *The Guardian*.
Bernstein holds a bachelor's degree in Symbolic Systems from Stanford University, along with a master's degree and a PhD in Computer Science from the Massachusetts Institute of Technology (MIT). His honors include an Alfred P. Sloan Fellowship, the UIST Lasting Impact Award, and the Patrick J. McGovern Tech for Humanity Prize. Attendees are instructed to keep microphones muted, turn on cameras for engagement, and submit questions in the chat for a dedicated Q&A session at the conclusion of the talk.
[01:46](https://www.youtube.com/watch?v=6EIkeKruJaI&t=106s) Incomplete Information and the Need for a "What-If Machine"
Taking the stage before an audience of more than 500 participants, Bernstein introduces the central theme of the session: the emerging frontier of AI agents capable of simulating human behavior. Whether an individual contributor, organizational manager, executive, or policymaker, decision-makers are routinely forced to act on incomplete information about how people will respond. Organizations attempt to forecast customer behavior, leaders guess the impact of management changes or corporate restructurings, and educators experiment with teaching styles, yet these efforts often result in misfired "bad bets." This failure is not a matter of intelligence; rather, decision-makers have limited ability to gather feedback before a single real-world rollout.
```mermaid
flowchart TD
accTitle: The Decision-Making Feedback Problem
accDescr: Diagram illustrating how organizational bets suffer from incomplete data versus the feedback loop provided by a simulation machine.
subgraph Traditional["Traditional Rollout"]
A["Organizational Decision"] --> B["Launch into Real World"]
B --> C{"Unforeseen Reaction"}
C --> D["Costly Misfire / Policy Failure"]
end
subgraph Simulation["Simulation Approach: 'What-If Machine'"]
E["Proposed Strategy"] --> F["AI Agent Simulation"]
F --> G["Observe Simulated Dynamics"]
G --> H["Iterate Rules & Safety Before Launch"]
end
```
Bernstein notes that this coordination dilemma is not uniquely modern. He references sociologist Robert K. Merton's observations dating back to the early 20th century regarding unintended consequences: individuals leave the city to escape the crowds, but because everyone departs for the country simultaneously, they all congregate in the same crowded forest. To address this persistent problem, Bernstein proposes the concept of a "what-if machine"—a tool that would allow leaders, designers, and policymakers to test pathways to failure, explore consumer responses, and evaluate policy shifts safely before deployment.
[05:56](https://www.youtube.com/watch?v=6EIkeKruJaI&t=356s) The Evolution and Limitations of Human Simulation
Human simulation itself has historical precedent. In 1978, Thomas Schelling laid the groundwork for agent-based models (ABMs)—a contribution that later earned him a Nobel Memorial Prize in Economic Sciences. Today, complex mathematical ABMs run on supercomputers to simulate epidemiological interventions during pandemics. Beyond policy, simulations are foundational in entertainment; Maxis's *The Sims* remains one of the best-selling video game franchises in history, placing simulated agents inside a virtual dollhouse environment where players can intervene and alter conditions.
Despite these precedents, conventional simulation tools have suffered from severe structural constraints when applied to complex social scenarios:
- **Overly sparse parameterization:** Traditional models attempt to reduce human behavior to five or six mathematical parameters, which Bernstein jokes is inadequate because humans are "at least seven parameters."
- **Rigid scripting:** Systems like *The Sims* rely on hardcoded rules (e.g., "if punched, fall down and get angry"), rendering them incapable of generating novel, unscripted responses.
- **Academic and practical stagnation:** Within research literature, such models have been characterized as "highly stylized and have had minimal impact," seeing minimal adoption across industry and public policy.
- **The "look before you launch" dilemma:** In online platform design and social media governance, engineers routinely fail to anticipate toxic behaviors, forcing them to retroactively establish safety rules only after the platform has deteriorated into what Bernstein calls a "dumpster fire."
[08:57](https://www.youtube.com/watch?v=6EIkeKruJaI&t=537s) Generative Agents and the Smallville Simulation
The breakthrough in social simulation occurred when researchers recognized that modern large language models (LLMs)—including ChatGPT, Claude, Qwen, and DeepSeek—are pretrained on both scientific literature and massive corpora of social media data. Because these foundation models have effectively absorbed the full spectrum of human interaction ("the good, the bad, and the ugly"), they can be prompted to adopt persona-based identities with distinct backgrounds, behaviors, and beliefs. By multiplexing these prompts, researchers can instantiate an entire synthetic crowd placed into dynamic, interactive environments.
To demonstrate this capability, Bernstein and his research collaborators designed an interactive sandbox world called **Smallville**, inhabited by 25 autonomous AI entities known as **generative agents**. Each agent in Smallville operates independently, driven by persona-level instructions: an artist agent wakes up and paints, while college student agents sleep late before attending classes and working on homework. The project quickly went viral, capturing widespread public attention and the interest of venture capital firms like Andreessen Horowitz by demonstrating that complex social behaviors, routines, and interventions can be modeled computationally.
[11:17](https://www.youtube.com/watch?v=6EIkeKruJaI&t=677s) Generative Agents as the Next Frontier of Market Research
Recent industry research published in June argues that AI-driven agent simulation is poised to become the next generation of market research tools, explicitly citing the work coming out of Stanford. The objective of this presentation is to demonstrate how AI simulations can produce both believable and accurate representations of human behavior. The session offers a practical roadmap: a how-to guide covering the underlying techniques, the common gotchas and failure modes to avoid, and the current frontiers pushing the boundaries of what is becoming possible.
To visualize the concept, the team commissioned an online artist to design pixel-art characters. The resulting visual shell resembles a 1990s Super Nintendo RPG—an aesthetic choice reflecting Bernstein’s childhood growing up in the '80s and '90s. While a video game interface is not required to run these models, it provides an intuitive way to observe social dynamics.
Every individual agent begins with an initial textual persona describing their role and core personality traits:
- **John Lin**: A helpful pharmacy shopkeeper who runs the local pharmacy in town.
- **Mei Lin**: John's wife, living in the same household.
- **Eddy Lin**: Their son, a college student actively studying music theory.
Bernstein highlights a critical initialization requirement: agents must be explicitly seeded with knowledge about who else exists in their environment. Without hardcoded relational priors, an agent like John Lin would wake up in bed next to Mei Lin at the start of a simulation and panic in shock because he would have zero recollection or awareness of who she is.
---
[13:56](https://www.youtube.com/watch?v=6EIkeKruJaI&t=836s) Grounding Natural Language in Simulated Worlds
Once initialized with narrative descriptions, the agents require no rigid, step-by-step instructions. Without being micromanaged, they naturally execute everyday human routines: waking up, brushing their teeth, showering, cooking breakfast, and packing their bags. During the presentation, a live link to the interactive town demo is shared with the audience so participants can watch the environment unfold in real time.
```mermaid
flowchart TD
accTitle: Grounding Architecture from Text to Game Actions
accDescr: Diagram illustrating how natural language intents translate to movement, visualization, and human interventions.
subgraph AgentThought ["1. Agent Reasoning"]
A["Natural Language Intent<br/>(e.g., 'Isabella is drinking coffee')"]
end
subgraph WorldGrounding ["2. World Grounding"]
B["Physical Coordinates<br/>(Walk to chair)"]
C["Visual Status Render<br/>(Emoji thought bubble)"]
end
subgraph Interventions ["3. External Interventions"]
D["Interviewer / Reporter Role<br/>('Who is running for mayor?')"]
E["Inner Voice Injection<br/>('John, you are running for mayor.')"]
F["Physical Environment Disruption<br/>(Setting toaster on fire)"]
end
A --> B
B --> C
D -.-> A
E -.-> A
F -.-> B
```
Because these are language agents, their behaviors originate as natural text (e.g., *"Isabella Rodriguez is drinking coffee"*). The software must ground that text into spatial movement within the pixel environment—directing the sprite to walk over to a specific chair while rendering a floating emoji bubble above its head to summarize the activity.
Humans can interact with and steer the simulation across several entry points:
- **Acting as a character**: A user can join as a local newspaper reporter asking, *"Who's running for mayor?"* The agent answers based on town gossip (e.g., *"I heard Sam's running for mayor"*).
- **Acting as an inner voice**: A user can directly inject thoughts into an agent's subconscious (*"John, you're running for mayor"*), prompting the agent to reflect on how to discuss this sudden life decision with his family.
- **Manipulating the physical space**: Setting a toaster on fire causes nearby agents to notice the hazard, rush over to extinguish the flames, and alter their plans to prepare an alternative breakfast.
These mechanisms allow researchers to test behavioral counterfactuals by altering home layouts, restricting access to information, or placing new consumer products inside simulated households.
---
[16:42](https://www.youtube.com/watch?v=6EIkeKruJaI&t=1002s) Information Diffusion and the Valentine's Day Experiment
Because the agents communicate through natural dialogue, information spreads organically through the community. In one morning exchange, John asks his son Eddy how he slept and what he plans to do that day. Eddy explains he is working on a music composition for his college music theory class. Later in the morning, Eddy leaves the house. When Mei Lin wakes up and asks John where their son went, John successfully pulls that earlier conversation from his memory to inform her that Eddy is working on his music assignment.
To evaluate complex group behavior, the researchers launched an unscripted social experiment centered on a Valentine's Day party:
```mermaid
flowchart LR
accTitle: Valentine's Day Party Diffusion Network
accDescr: Information flow and social responses resulting from Isabella's party seed.
subgraph Seed ["Initial Seed"]
I["Isabella Rodriguez<br/>(Cafe Owner)"]
end
subgraph Prep ["Spontaneous Collaboration"]
M["Maria Lopez<br/>(Recruited to decorate)"]
K["Klaus Mueller<br/>(Maria's secret crush)"]
end
subgraph Diffusion ["Word of Mouth (25 Agents)"]
T["12 Heard About Party"]
U["13 Did Not Hear"]
end
subgraph Attendance ["Party Attendance (12 Informed)"]
Attended["5 Attended"]
Busy["3 Busy"]
NoShow["4 Interested but No-Show"]
end
I -->|"Invites & asks for help"| M
M -->|"Asks crush to party"| K
I -->|"Word of mouth spread"| T
T --> Attended
T --> Busy
T --> NoShow
```
The simulation ran from the morning of February 13th through February 14th. The system contained no pre-programmed party planning logic, algorithmic rules for invitations, or attendance schedules. The entire sequence relied on natural diffusion, whisper networks, and agent memory:
- Isabella voluntarily asked her friend Maria Lopez to help decorate the cafe in preparation.
- Maria, who had an initial background trait specifying a secret crush on an agent named Klaus Mueller, took the initiative to invite Klaus as her date.
- Out of 25 agents in the town, 12 learned about the event purely through word-of-mouth gossip.
- Of the 12 informed agents, 5 showed up at the cafe, 3 declined due to prior commitments, and 4 claimed they intended to attend but ultimately flaked.
Independent researchers later replicated this simulation environment to run epidemiological and public health "what if" interventions:
- **Swine Flu Epidemic Broadcast**: When agents heard a radio announcement warning of a highly contagious epidemic, social behavior shifted immediately. Nobody showed up to Isabella's party—except Klaus, who had missed the radio broadcast and arrived alone.
- **Control / Non-Infectious Broadcast**: When researchers broadcast news about a non-contagious condition (such as diabetes complications), or ran a baseline condition with no health threat, party attendance proceeded completely as normal.
---
[20:58](https://www.youtube.com/watch?v=6EIkeKruJaI&t=1258s) The Core Architecture: The Memory Stream
To reproduce these human-like behaviors without specialized task modules, the underlying AI architecture relies on core cognitive building blocks. The foundational layer of this setup is the **memory stream**.
The memory stream functions as a comprehensive, chronological, blow-by-blow log of every single observation, thought, and action the agent experiences in the environment. This stream captures both mundane perceptions—such as noticing a bed, a desk, or an open closet door—as well as substantive personal activities, such as stretching, writing in a personal journal, or conversing with neighbors. This continuous log serves as the primary ground truth from which all downstream agent reasoning, reflection, and social planning are pulled.
As an agent goes about its day—taking breaks, cleaning the kitchen, and carrying out mundane routines—it accumulates an overwhelming volume of memories. While modern large language models feature expanded context windows, research demonstrates that dumping an entire raw history into a prompt causes models to become distracted and lose focus. To overcome this limitation, the system implements Retrieval-Augmented Generation (RAG) to dynamically select which memories to retrieve from the stream.
The retrieval function evaluates memories based on three specific criteria:
- **Recency:** Memories that occurred or were accessed recently receive a higher score and are more likely to surface.
- **Importance:** The system distinguishes between trivial details (such as the agent brushing its teeth) and high-impact events (such as receiving an invitation to a party).
- **Relevance:** The retrieved content must align with the agent's current situation. For instance, if an agent is sitting down to take a math examination, relevant memories regarding prior tests or that specific math class are pulled to the top of mind, functioning much like an internal search engine over past experiences.
When querying an agent like Isabella with a prompt such as "What are you looking forward to right now?", the system retrieves recent, important, and highly relevant memories—such as planning an upcoming Valentine's Day party, researching party ideas, and ordering decorations. These memories, combined with Isabella's persona description, are fed into the LLM context window, enabling her to respond coherently and authentically about her excitement for the party.
[23:19](https://www.youtube.com/watch?v=6EIkeKruJaI&t=1399s) Reflection and "Shower Thoughts": Moving Beyond Raw Episodic Memory
The first architectural pillar is memory, but pure memory alone is merely episodic—a literal, chronological captain's log reciting everything that occurred step-by-step. Human beings are far more complex than a laundry list of past events; humans synthesize experiences into high-level self-conceptions, dispositions, and evolving goals. To give agents this capacity, the architecture introduces a reflection mechanism, humorously described as giving the agents "shower thoughts, figuratively speaking."
```mermaid
flowchart TD
accTitle: Agent Reflection Pipeline
accDescr: Memories in an episodic stream are periodically synthesized into higher-level reflections and fed back into the memory stream.
subgraph Episodic["Episodic Stream"]
E1["Observation: Klaus reads about gentrification"]
E2["Observation: Klaus reads about urban design"]
end
subgraph ReflectionStage["Reflection Mechanism"]
R1["Synthesis: Klaus spends a lot of time reading"]
R2["Higher-Order Insights: Academic and career goals"]
end
At regular intervals, the system pulls batches of memories from the stream and prompts the agent to reflect on them, synthesizing lower-level observations into abstract conclusions. For example, if the log records that Klaus Mueller was reading about gentrification and reading about urban design, the agent generates the higher-level reflection that Klaus spends a substantial amount of time reading. By repeatedly grouping memories and reinserting these reflections back into the memory stream, agents form increasingly abstract insights about their own identities and life objectives. This prevents them from acting like rigid robots executing sequential steps and instead allows them to produce behavior that aligns consistently with overarching personal motivations.
[24:52](https://www.youtube.com/watch?v=6EIkeKruJaI&t=1492s) Hierarchical Planning and Dynamic Replanning
The third pillar necessary for long-term believability is planning, a long-standing challenge in artificial intelligence research. The agents employ a top-down hierarchical planning strategy:
1. They outline an entire day in broad strokes.
2. They decompose the day into hour-by-hour schedules.
3. They drill down further into minute-by-minute action sequences.
However, plans cannot remain static. As agents navigate the environment, their observations can trigger reactive replanning. For instance, when John observes his son Eddy taking a walk near his workplace, a prompt assesses whether John should react to this unexpected sight based on his relationship and background, determines an appropriate response, and adjusts his schedule accordingly. This enables the simulation to adapt dynamically to emergent social encounters.
[25:58](https://www.youtube.com/watch?v=6EIkeKruJaI&t=1558s) Believability vs. Accuracy: The Trap of Stereotypes
The original Smallville simulation paper—led by PhD student Joon Sung Park—garnered widespread media and academic attention, sparking intense interest in simulating human behavior. However, demonstrating that agents behave believably does not mean they replicate human behavior accurately:
> "Everything I've shown so far shows believability. But Disney characters are believable. Cartoons are believable, but that may not be accurate."
If organizations and researchers intend to make real-world decisions based on agent simulations, accuracy is an empirical question that must be systematically evaluated. Prior research attempted this through two flawed approaches:
- **Demographic Agents:** Prompting an LLM with demographic traits (e.g., age, location, occupation).
- **Persona Agents:** Providing narrative character backstories, similar to the Smallville agents.
Both approaches frequently collapse into simplified caricatures and harmful stereotypes. A striking example occurred with Joon Sung Park himself: when the model was simply informed that he is an individual from South Korea and asked what he would have for lunch, the model predictably responded "rice." Relying on high-level demographic markers or brief narrative sketches embeds broad cultural biases rather than capturing true individual human variation.
[28:49](https://www.youtube.com/watch?v=6EIkeKruJaI&t=1729s) Constructing Digital Twins via Deep Qualitative Interviews
To overcome stereotyping, Bernstein and his collaborators turned to rich qualitative data, launching a study that conducted two-hour voice-to-voice AI interviews with a representative sample of 1,000 Americans. Drawing on an extensive sociological protocol from Stanford's American Voices Project (led by David Grusky), the automated voice agent began each interview with the open-ended prompt: *"Tell me the story of your life."*
```mermaid
flowchart LR
accTitle: Digital Twin Construction and Validation Pipeline
accDescr: Real participants complete deep interviews and survey batteries; their digital twin takes the identical survey to benchmark replication accuracy.
subgraph Human["Human Participant"]
A["2-Hour Qualitative Interview"]
B["Takes Evaluation Battery: GSS, Big Five, Games"]
end
subgraph Agent["Generative Agent Digital Twin"]
C["Interview Ingested as Agent Memory"]
D["Takes Identical Battery via Prompt Prediction"]
end
A -->|"Transcript fed into prompt"| C
B -.->|"Compare actual responses"| Comp{"Empirical Benchmarking"}
D -.->|"Compare predicted responses"| Comp
```
The interview spans communities, careers, financial histories, personal health, and complex political sentiments, capturing ambivalence and nuances that demographic check-boxes overlook. The resulting transcripts are placed directly into the prompt context to instantiate a generative "digital twin" of each specific participant.
To benchmark accuracy, both the human participants and their corresponding digital twins are administered an identical battery of assessments:
- The **General Social Survey (GSS)**, an established sociological instrument comprising approximately 170 questions fielded in the United States over the past 50 years.
- The **Big Five personality inventory**.
- Behavioral economic games and classic social science experiments.
By structuring the LLM prompt to include the interview transcript and asking it to predict how that specific individual would respond to each survey item, researchers can empirically evaluate whether the agent genuinely replicates the human's real-world attitudes and behaviors.
[32:26](https://www.youtube.com/watch?v=6EIkeKruJaI&t=1946s) The Two-Week Test-Retest Benchmark and Interview-Driven Accuracy
To evaluate how effectively agents can mirror human attitudes and behavior, the research team had to establish a meaningful baseline. As Michael Bernstein points out, human beings are inherently noisy: if you administer a survey to an individual today and present them with the exact same survey two weeks later, their answers will not align completely. To normalize for this natural human variance, the experiment had all 1,000 human participants complete the same survey twice. Every predictive evaluation was then calculated as a ratio, where a score of 1.0 indicates that an AI agent replicates a person's survey responses just as accurately as that person replicates their own responses two weeks later ("I hope that makes sense. So like a 0.1 would mean we can replicate people's responses 10% as well as people replicate themselves two weeks later").
Against this benchmark, purely random guessing achieves a ratio of roughly one-third (~0.33), establishing the floor of predictability. When agents are primed using standard persona prompts or five to six demographic variables, their accuracy climbs to approximately 70% (0.70) of human test-retest consistency. However, when agents are built using the full qualitative interviews, their accuracy jumps to 85% (0.85) on the General Social Survey (GSS)—a result Bernstein characterizes as "pretty impressive." This high normalized fidelity is not limited to social attitudes; it holds across diverse evaluative instruments, including the Big Five personality index and classic behavioral economic games.
- **Human test-retest normalization (1.0 ratio):** The benchmark where AI matches human consistency over a two-week interval.
- **Random guessing baseline:** ~0.33 (replicates human self-consistency roughly one-third of the time).
- **Demographic/persona agents:** ~0.70 normalized replication ratio.
- **Full-interview agents:** ~0.85 normalized replication ratio across the General Social Survey, Big Five personality inventory, and behavioral economic games.
---
[34:10](https://www.youtube.com/watch?v=6EIkeKruJaI&t=2050s) Bias Reduction, Political Asymmetries, and Replicating Published Science
Rich interview data also drastically curtails the stereotyping and bias that plague shallow agent personas. When an agent is prompted with only a crude label like "Republican" or "conservative," the underlying language model tends to lean heavily into caricature. Rich conversational backstories provide nuance, allowing the model to make far more subtle inferences. Among the demographic dimensions tested, political orientation proved the most difficult to simulate: the spread between the highest- and lowest-performing groups was about 8% normalized accuracy. Far-right conservatives represented the single worst-performing cohort. Bernstein notes two intertwined reasons: base large language models have been value-aligned and safety-tuned to avoid generating extreme stances, and the far-right interviewees themselves tended to be somewhat "coy" about expressing their most controversial views during the interviews. By contrast, race and gender had much smaller baseline accuracy gaps than expected, and deep interviews eliminated nearly all remaining divergence, leaving a sub-1% gap across gender groups.
The team pushed the simulation paradigm further by testing whether agent populations could reproduce experimental findings from elite scientific literature. They selected five studies published in the *Proceedings of the National Academy of Sciences* (PNAS) and had both 1,000 recruited humans and their 1,000 paired agents replicate the exact protocols. The simulated agents successfully replicated four out of the five published findings. While missing one study might initially seem like an error, the 1,000 real human participants also failed to replicate that fifth study—the original published paper was simply "bad science" reporting an effect that does not actually exist in humans. The simulation correctly predicted that the finding would fail to replicate. Bernstein highlights that his Stanford colleague Rob Willer expanded this insight even further across pre-registered, non-public experiments comprising roughly 100,000 people, demonstrating that AI agent simulations could predict experimental effect sizes with a correlation between 0.85 and 0.90.
- **Political simulation difficulty:** 8% normalized accuracy gap between groups; far-right conservatives were hardest to simulate due to model alignment constraints and participant coyness in interviews.
- **Gender and race parity:** Interview data closed demographic performance differences down to less than 1% variance in accuracy.
- **PNAS replication experiment:** Agents replicated 4 of 5 top-tier studies; the sole unreplicated study was also rejected by 1,000 human test subjects as an unreplicable false-positive in the literature.
- **Willer's pre-registered study findings:** Predictions of effect sizes across 100,000 participants correlated strongly with real experimental outcomes at $r = 0.85$ to $0.90$.
---
[36:31](https://www.youtube.com/watch?v=6EIkeKruJaI&t=2191s) Constructing an "Agent Bank" and the Rules of Interview Pruning
The outcome of this research was an "agent bank" of 1,000 fully consented American participants, offering an existing panel ready to test interventions around polarization, climate change messaging, or social policy. For organizations looking to implement this methodology, Bernstein encourages thinking carefully about who populates their agent bank: should it represent existing customers, non-customers they hope to win over, or past interview subjects from internal marketing and user-research archives?
Bernstein provides direct guidance on how to construct these banks. The worst possible strategy is relying on single demographic prompts ("Be a conservative", "Be a Republican"), which flattens the distribution, triggers caricatured behavior, and severely underestimates real-world variance. Using five or six demographic traits yields mediocre results (~70% replication). The superior strategy is using rich qualitative data. Interestingly, the team discovered that these interviews contain high informational density: after randomly deleting 80% of an interview transcript, replication accuracy only slipped slightly from 0.85 to 0.79. However, Bernstein warns that data relevance is non-negotiable. A model cannot generalize from fashion opinions to climate change attitudes, nor can it extrapolate retirement planning strategies from an interview about sports fandom; the source interview must contain content substantively linked to the target domain.
```mermaid
flowchart TD
accTitle: Agent Bank Construction Quality Spectrum
accDescr: Comparison of different methods for creating AI agents, ranging from poor single demographic tags to rich qualitative interviews.
subgraph BadMethod["Bad Practice"]
A["Single Demographic Label<br/>('Be a conservative')"] --> A1["Produces severe stereotyping<br/>Underestimates variance & uncertainty"]
end
[39:07](https://www.youtube.com/watch?v=6EIkeKruJaI&t=2347s) Failure Modes and the "Ladder of Simulation Risk"
AI simulation is not infallible, and Bernstein insists that practitioners confront its acute risks. Illustrating this danger, he shares an example from a financial services company attempting to simulate public awareness using data from the Pew Charitable Trusts. The survey assessed how familiar people were with their retirement plan fees across age brackets. Among respondents aged 18 to 35, the ground-truth Pew data showed that 13% were "very familiar" with their fees. The AI simulation, however, estimated that figure at a mere 1.2%. While the model preserved the relative rank order of age groups, collapsing 13% down to 1.2% represents a catastrophic real-world error: it leads an organization to dismiss a sizable subpopulation as nonexistent rather than recognizing them as an important minority.
To help practitioners navigate these boundaries without misplaced trust, Bernstein frames simulation through a conceptual "ladder" where ambition and failure risk rise together:
```mermaid
flowchart TD
accTitle: The Ladder of Simulation Risk and Ambition
accDescr: A four-rung hierarchy of AI simulation applications, showing increasing ambition and risk from possibility exploration up to multi-agent town systems.
- **Rung 1: Possibility:** Sitting at the base, this focuses strictly on identifying what *could* happen, without assigning explicit probability values. Bernstein states this "mostly generally works today." If a team wants to explore how an online troll might derail an interface, the model generates a plausible sequence of actions, allowing engineers to identify vulnerabilities and design necessary safeguards.
- **Rung 2: Qualitative Outcomes:** Moving up, this level models individual attitudes, sentiment, and dialogue responses. Driven by rich interview data, this tier functions reliably today for capturing how communities might react to a proposed corporate policy or communication strategy, though Bernstein emphasizes it should supplement—never replace—direct human engagement.
- **Rung 3: Quantitative Outcomes:** This tier seeks exact distributions, percentages, and bar charts. As shown in the 13% versus 1.2% retirement fee breakdown, language models frequently distort fine-grained statistical distributions, making high-stakes decisions on numerical margins risky.
- **Rung 4: Multi-Agent Simulation:** At the very top sits fully autonomous multi-agent interaction—such as simulated towns or market economies. Relying on results here requires an extensive stack of assumptions, making it the most fragile and high-risk application of the technology.
[42:37](https://www.youtube.com/watch?v=6EIkeKruJaI&t=2557s) Navigating the Rungs: From Quantitative Risk to Multi-Agent Uncertainty
The progression across the evaluation rungs poses distinct methodological hurdles, particularly at the quantitative level where accuracy must be rigorously measured against reality. While simulations can frequently reproduce market research surveys, errors still occur frequently enough that practitioners must tread cautiously. Rather than relying on simulated agents to pick an outright winner among dozens of concepts, Bernstein advocates using simulation as a funneling mechanism: take 100 possible product or feature ideas, use agent simulations to cull them down to the five most promising candidates, and then run actual A/B tests on real human beings to observe what truly works.
```mermaid
flowchart LR
accTitle: Idea Funneling Pipeline
accDescr: Pipeline showing 100 ideas filtered through simulation to 5 candidates, followed by real A/B testing.
subgraph Ideation
A["100 Raw Ideas"]
end
subgraph Simulation
A --> B["Agent Simulation Filter"]
B --> C["Top 5 Promising Concepts"]
end
subgraph Deployment
C --> D["A/B Testing on Real Users"]
D --> E["Final Production Decision"]
end
```
Multi-agent simulations introduce an even higher order of uncertainty, making them unready for high-stakes decision-making. For a multi-agent emergent outcome to be reliable, every individual underlying agent must be trustworthy and accurate. Approaching the problem from a complex systems perspective—focusing purely on emergent phase transitions—remains exceedingly difficult to reason about mathematically or behaviorally. Because multi-agent outcomes can be either brilliantly correct or entirely wrong with no clear signal to distinguish between the two, risk mitigation requires strict discipline:
- Ensure agents possess domain-relevant data in memory (e.g., avoid probing an agent about retirement using memories gathered from an interview about fashion).
- Lean heavily on the "possibility" and "qualitative" rungs for "rough-edged problems," where an outcome that is roughly 80% accurate still produces substantial learning and insight.
- Treat the quantitative rung as "sharp-edged"—being wrong can trigger disastrous organizational decisions.
- Validate critical inquiries against small, real-world subsamples to verify that the model does not drift significantly off-target.
[44:21](https://www.youtube.com/watch?v=6EIkeKruJaI&t=2661s) Frontier Applications: "Look Before You Launch" and Soft-Skill Training
Applying simulation at the possibility rung has yielded significant breakthroughs, starting with Bernstein's early work on online platform moderation and governance. Platform designers historically struggled to anticipate the unintended consequences of policy interventions, often describing their workflow as perpetually "set in reaction to a dumpster fire." By providing simulation tools, designers can test policy changes before rolling them out. In sandbox environments, creators quickly observe subtle dynamics—such as how an innocuous, low-effort post might provoke aggressive community trolls—allowing them to iterate and safeguard features prior to launch. Bernstein incorporates this directly into his online platform design course at Stanford, turning on a virtual "fire hose of trolls" against student architectures to evaluate whether their systems can remain upright under pressure.
```mermaid
flowchart TD
accTitle: Controlled Conflict Simulation Study
accDescr: Experimental comparison between passive lecture learning and interactive agent simulation training.
subgraph StudyDesign["Experimental Cohorts"]
A["Cohort 1: Strategy Lecture Only"]
B["Cohort 2: Strategy Lecture + Interactive Simulation"]
end
subgraph Evaluation["Outcomes Measured"]
A --> C["Written 'Book' Test: Equal Mastery"]
B --> C
A --> D["Real-World Conflict: Baseline Behavior"]
B --> E["Real-World Conflict: Antisocial Strategies Reduced by 2/3"]
end
```
Beyond system governance, generative agents serve as dynamic "sparring partners" for personal soft-skill development, such as high-stakes salary negotiations or interpersonal conflict. In an experiment designed alongside a Stanford Graduate School of Business expert in negotiation, participants were split into two groups: one watched a lecture detailing best-in-class conflict management strategies, while the other supplemented the lecture with a simulated conflict run against an agent. While both cohorts performed identically on traditional written comprehension tests, the group that practiced in simulation demonstrated superior outcomes when placed into real interpersonal conflicts, cutting their reliance on antisocial conversational strategies by two-thirds.
[46:56](https://www.youtube.com/watch?v=6EIkeKruJaI&t=2816s) Commercial Horizons and the Shift to Character AI
The commercial landscape for agent-based modeling is evolving quickly across market research and organizational design. Bernstein highlights that the underlying Stanford research discussed throughout the talk has recently been commercialized via a spinout company named Simile. Rather than pitching the company, he frames it as evidence that the tech community is moving toward building reliable "what-if machines" that allow operators to systematically explore counterfactual futures before committing capital or social resources.
During the Q&A transition, the discussion turns to real-world deployment pitfalls, starting with customer-facing retail and drive-thru conversational bots. Deploying large language models as direct customer-service agents presents significant operational liability. Bernstein cites the well-known incident involving a Canadian airline whose customer service chatbot hallucinated a bereavement fare discount policy for a grieving passenger; when the airline attempted to disavow the promise as an unauthorized hallucination, Canadian tribunals ruled that the organization was legally bound by its bot's representations.
Looking forward, Bernstein predicts that over the next five years, the most heated public debate will not focus on simulating existing people for research, but rather on the psychological and societal implications of users forming relationships with purely artificial companions—as seen on platforms like Character.ai. As individuals increasingly choose relationships with synthetic personas over human interaction, questions surrounding attachment, isolation, and social erosion will demand rigorous scrutiny, as reflected in recent work by his Stanford colleague Doyeon Kim.
[51:19](https://www.youtube.com/watch?v=6EIkeKruJaI&t=3079s) Replicating Complex Systems and Environmental Context
Addressing whether AI "mimics" or "interprets" human behavior, Bernstein clarifies that models possess neither internal cognition nor consciousness. They are purely mimics; however, in order to mimic human outputs credibly, an agent must constantly interpret inputs, conversational histories, and contextual memories. Consequently, sophisticated interpretation is an essential prerequisite to achieving accurate mimicry.
When asked how researchers can replicate a complex human system in its entirety, Bernstein emphasizes that modeling the agent's internal state is only half the battle. While current architectures can model individual human personas with respectable fidelity, simulating the holistic environment remains an unresolved frontier. Without an environment that models realistic physical and social constraints, agent behavior breaks down in absurd ways:
> "In early drafts of this, there were no doors. Like, we just hadn't implemented the doors. And so the agents would walk in on each other using the restroom because they couldn't see, and there was no—you have to get the environment to be accurate if you want accurate behavior."
Bernstein remains deeply skeptical of academic benchmarks that evaluate agent fidelity by dropping them into sterile, contextless "white box" simulations. An agent that simply "wakes up" without temporal context, persistent physical architecture, or historical precedent cannot be expected to generate valid reflections of complex human behavior.
[53:22](https://www.youtube.com/watch?v=6EIkeKruJaI&t=3202s) Social Unpredictability and the Music Lab Experiment
To genuinely simulate human behavior, agents cannot just be fed isolated prompts; they require rich, contextual environments. The environment and daily circumstances—whether an agent had an argument with their child earlier in the morning or is operating under acute financial strain—account for roughly 40% of the variance in human behavior. Beyond modeling individual nuances, however, researchers run into a foundational reality of social science: human society itself is fundamentally unpredictable.
```mermaid
flowchart TD
accTitle: Music Lab Parallel Worlds Simulation
accDescr: Diagram illustrating how social influence creates unpredictable cultural markets across parallel universes.
subgraph Setup["14,000+ Listeners & Indie Songs"]
A["Independent Worlds<br/>(No Social Influence)"]
B["Social Influence Worlds<br/>(View / Download Counts Visible)"]
end
subgraph Outcomes["16 Parallel Universes"]
A --> C["Consistent Outcomes<br/>Quality Dictates Success"]
B --> D["Extreme Divergence<br/>Best rarely flop, worst rarely top,<br/>anything else can happen"]
end
D --> E["Conclusion: Monte Carlo Simulations<br/>Map probability distributions,<br/>not point predictions"]
```
Illustrating this, Professor Bernstein references one of his favorite social science experiments (the famous Music Lab study). Researchers recruited over 14,000 participants into an experiment structured like a mock Spotify or YouTube platform featuring unknown songs by indie bands. Participants were split into conditions where they either could or could not see view and download counts, and then further randomized across 16 distinct "parallel universes." When listeners made decisions in isolation, song quality largely determined popularity. But the moment users could see peer choices and download numbers, collective dynamics fractured predictability across the worlds. While the best songs rarely flopped completely and the worst rarely reached the top, almost any intermediate song could become a massive hit or a total failure depending entirely on early, random cumulative advantage.
Because running the real world multiple times yields completely divergent histories, a simulation can never offer a deterministic point prediction. Instead, the only valid approach is to run Monte Carlo simulations—executing hundreds of iterations to map out the distribution of likely versus unlikely outcomes rather than promising that one specific future will occur.
[55:20](https://www.youtube.com/watch?v=6EIkeKruJaI&t=3320s) Prioritizing Risks in Persona-Based Experience Design
When asked how experience designers and product leaders can feel confident they have answered all the critical "what-ifs" when building persona-based agents, Bernstein reframes the problem around strategic risk management. Drawing parallels to agile methodologies and Eric Ries’s *The Lean Startup*, he argues that teams can never exhaustively list every conceivable question. Instead, good leadership begins by identifying the single riskiest hypothesis—the assumption that, if incorrect, completely decimates the entire product strategy.
Once a team reduces uncertainty around that primary risk through simulation, they move sequentially to the next riskiest factor, repeating the loop iteratively as new edge cases surface. For practitioners looking for an operational shortcut, Bernstein recommends turning to modern reasoning models (such as GPT-5 or o3-style thinking modes): prompt the reasoning model with your product concept, ask it to rigorously brainstorm the biggest structural vulnerabilities and unknowns, and use that prioritized list to feed the simulation's what-if engine.
- **Agile Risk Reduction**: Start with the existential questions that could invalidate the product strategy before testing marginal UX nuances.
- **Iterative Discovery**: Re-evaluate risk hierarchies as agent interactions reveal unexpected behavioral bottlenecks.
- **Reasoning Models as Risk Generators**: Query frontier reasoning LLMs to uncover organizational blind spots and design edge cases.
[56:53](https://www.youtube.com/watch?v=6EIkeKruJaI&t=3413s) LLM Bias, Harmlessness Drift, and Human-Centric Foundation Models
Addressing whether underlying LLM biases warp agent fidelity during long-running simulations, Bernstein acknowledges that model alignment actively distorts authentic human behavior. A clear sign of this appeared in earlier political simulation experiments, where far-right conservative personas proved substantially harder to model accurately because safety guardrails actively restrain models from expressing offensive, racist, or sexist viewpoints.
Over extended simulations, Bernstein argues the most insidious bias is an overwhelming pressure toward conflict avoidance. Models aligned via reinforcement learning to be strictly "helpful and harmless" default to polite, accommodating banter. In simulated town environments, digital agents treat each other with universal cordiality and refuse to engage in genuine fistfights or bitter feuds. As frontier models like GPT-5 are optimized further for formal reasoning, mathematical proofs, and helpful assistant personas, they risk becoming progressively *worse* at simulating messy, irrational human beings.
To overcome this, Bernstein envisions a paradigm shift toward dedicated foundation models trained specifically to replicate human psychology rather than optimize task performance. Pointing to recent research from his own lab at Stanford as well as the "Centaur" model published in *Nature*, he argues that the future of agent simulation lies in models fine-tuned on cognitive, social, and psychological benchmarks rather than trying to "kludge it on top of Claude or GPT-5."
[58:55](https://www.youtube.com/watch?v=6EIkeKruJaI&t=3535s) The "What-If Machine" vs. Scenario Analysis
In the final audience question, Bernstein clarifies the conceptual difference between a classic strategic "scenario analysis" and his concept of a "what-if machine." Scenario analysis is an established, structured business methodology—a framework human analysts follow to sketch out qualitative futures and stress-test assumptions.
The "what-if machine," by contrast, is the computational realization of that aspiration. It represents an interactive sandbox powered by generative agents that can execute high-fidelity behavioral experiments on demand. Rather than replacing scenario analysis, the what-if machine serves as an underlying engine that accelerates the process, empowering strategists to test multiple counterfactuals faster, cheaper, and with empirically grounded social dynamics.
[59:31](https://www.youtube.com/watch?v=6EIkeKruJaI&t=3571s) Webinar Conclusion and Stanford Online Programs
Concluding the hour, the host thanks Professor Bernstein and emphasizes how quickly the session progressed while exploring how AI agents are transforming organizational leadership and design strategy.
Listeners looking to apply these frameworks in real-world scenarios are directed to Professor Bernstein's Stanford Online course, *UI/UX Design for AI Products*, which focuses on practical design strategies and real-world use cases for human-centered AI interfaces. Participants are encouraged to connect with academic advisors to discuss how Stanford Online’s AI curriculum aligns with their professional goals before the hosts sign off.
## Notable quotes
> [05:56](https://www.youtube.com/watch?v=6EIkeKruJaI&t=356s) highly stylized and have had minimal impact — Michael Bernstein
> [08:57](https://www.youtube.com/watch?v=6EIkeKruJaI&t=537s) the good, the bad, and the ugly — Michael Bernstein
> [23:19](https://www.youtube.com/watch?v=6EIkeKruJaI&t=1399s) shower thoughts, figuratively speaking. — Michael Bernstein
> [25:58](https://www.youtube.com/watch?v=6EIkeKruJaI&t=1558s) Everything I've shown so far shows believability. But Disney characters are believable. Cartoons are believable, but that may not be accurate. — Michael Bernstein
> [28:49](https://www.youtube.com/watch?v=6EIkeKruJaI&t=1729s) Tell me the story of your life. — Michael Bernstein
> [32:26](https://www.youtube.com/watch?v=6EIkeKruJaI&t=1946s) I hope that makes sense. So like a 0.1 would mean we can replicate people's responses 10% as well as people replicate themselves two weeks later — Michael Bernstein
> [39:07](https://www.youtube.com/watch?v=6EIkeKruJaI&t=2347s) mostly generally works today. — Michael Bernstein
> [44:21](https://www.youtube.com/watch?v=6EIkeKruJaI&t=2661s) set in reaction to a dumpster fire. — Michael Bernstein
> [51:19](https://www.youtube.com/watch?v=6EIkeKruJaI&t=3079s) In early drafts of this, there were no doors. Like, we just hadn't implemented the doors. And so the agents would walk in on each other using the restroom because they couldn't see, and there was no—you have to get the environment to be accurate if you want accurate behavior. — Michael Bernstein
> [56:53](https://www.youtube.com/watch?v=6EIkeKruJaI&t=3413s) kludge it on top of Claude or GPT-5. — Michael Bernstein
## Mentioned
Michael Bernstein, Stanford University, Stanford Online, Global Alumni, STMicroelectronics, Massachusetts Institute of Technology (MIT), ACM CHI, CSCW, ICWSM, UIST, The New York Times, Science, Wired, The Guardian, Alfred P. Sloan Fellowship, Patrick J. McGovern Tech for Humanity Prize, Robert K. Merton, Thomas Schelling, Nobel Memorial Prize in Economic Sciences, Maxis, The Sims, ChatGPT, Claude, Qwen, DeepSeek, Smallville, Andreessen Horowitz, Super Nintendo, Joon Sung Park, David Grusky, American Voices Project, General Social Survey (GSS), Big Five personality inventory, Proceedings of the National Academy of Sciences (PNAS), Rob Willer, Pew Charitable Trusts, Stanford Graduate School of Business, Simile, Character.ai, Doyeon Kim, Music Lab, Spotify, YouTube, Eric Ries, The Lean Startup, GPT-5, o3, Centaur, Nature, UI/UX Design for AI Products
## Video description
- Explore these concepts and more in the UI/UX Design for AI Products course: https://bit.ly/stf-aid-webinar
- Learn how to build intelligent AI agents: https://online.stanford.edu/programs/agentic-ai
- Browse all Stanford Online AI courses: https://online.stanford.edu/artificial-intelligence/courses-and-programs
What happens when AI agents are designed to simulate human behavior?
In this Stanford Online webinar delivered in collaboration with Global Alumni, Professor Michael Bernstein explores the emerging possibilities of AI agents and their ability to model, interact with, and simulate aspects of human behavior. The session offers a closer look at how advances in artificial intelligence are changing the way we think about human-AI interaction, simulation, and the design of intelligent systems.
Drawing on Stanford research in human-AI interaction and social computing, Professor Bernstein examines the opportunities and challenges that arise as AI systems become increasingly capable of representing human behaviors and interactions.
Stanford professor Michael Bernstein argues that large language model-driven generative agents can function as effective 'what-if machines' to simulate human social behavior, provided they are grounded in rich qualitative interviews rather than shallow demographic prompts. However, while agent simulations reliably surface qualitative possibilities and inform policy safeguards, quantitative estimations and multi-agent systems carry severe risks of distortion and emergent unpredictability.
Cognitive Architecture for Believable Agent Interaction (20:58)
Traditional agent-based models relied on rigid scripting and sparse parameters, rendering them incapable of unscripted social dynamics. Bernstein and his collaborators bypassed this limitation by building generative agents on foundation models pretrained on extensive human interaction. Demonstrated in the 25-agent virtual sandbox 'Smallville,' agents sustain daily routines and disseminate information organically—exemplified by a Valentine's Day party where twelve agents learned of the event by word-of-mouth and five attended, without pre-programmed scheduling logic.
This behavior relies on a three-part cognitive architecture. First, an episodic memory stream records a chronological log of all perceptions and actions. Second, a retrieval-augmented generation (RAG) mechanism dynamically extracts relevant memories based on recency, importance, and situational relevance to prevent context window distraction. Third, a periodic reflection mechanism synthesizes low-level observations into abstract self-conceptions and evolving goals, which feed into hierarchical planning and reactive replanning routines.
Grounding Digital Twins in Deep Qualitative Data (28:49)
Bernstein cautions that believable agent behavior does not guarantee empirical accuracy. Priming models with demographic check-boxes or shallow personas routinely produces caricatures and stereotypes—such as predicting that an individual from South Korea will inevitably eat rice for lunch. To build accurate 'digital twins,' Bernstein's team administered two-hour qualitative voice interviews to 1,000 Americans, capturing personal histories, ambivalences, and nuanced perspectives.
Benchmarked against a human two-week test-retest consistency baseline (normalized to 1.0), random guessing achieved ~0.33, and demographic personas reached ~0.70. In contrast, full-interview digital twins achieved an 0.85 replication ratio across the General Social Survey, Big Five personality inventories, and behavioral economic games. In scientific replications across five published PNAS studies, agents reproduced four; the unreplicated fifth also failed among 1,000 real human subjects, reflecting a false positive in the literature. Demographic parity remained high, though political orientation exhibited an 8% accuracy gap, with far-right conservative views proving hardest to simulate due to model alignment guardrails and participant interview coyness.
The Four-Rung Ladder of Simulation Risk (39:07)
To prevent misapplication, Bernstein conceptualizes simulation reliability across a four-rung ladder of increasing ambition and risk. Rung 1 focuses on possibility exploration (identifying edge cases and adversarial behavior), while Rung 2 models qualitative reactions and conversational sentiment. Bernstein states that both rungs are functionally dependable today for identifying structural vulnerabilities and soft-skill training—such as reducing antisocial negotiation tactics by two-thirds.
Conversely, Rung 3 (quantitative outcomes) and Rung 4 (multi-agent emergent systems) introduce acute failure modes. Language models frequently distort fine-grained distributions; in one industry case study simulating Pew retirement data, an agent model compressed a 13% fee-familiarity rate among young adults down to 1.2%. Because multi-agent interactions amplify individual model errors unpredictably, Bernstein advises organizations to treat simulations as an ideation funnel—culling 100 concepts down to five candidates before running empirical A/B tests on real humans—rather than as definitive statistical predictors.
Environmental Modeling and Fundamental Social Unpredictability (51:19)
Simulating internal human attitudes represents only half of the challenge; realistic environmental context accounts for roughly 40% of behavioral variance. Bernstein observes that without physical constraints and environmental grounding—such as adding functional doors to prevent agents from invading occupied restrooms—behavior rapidly deteriorates into absurdity. Sterile, context-free benchmarking cannot capture real-world social fidelity.
Furthermore, social dynamics are inherently non-deterministic. Citing the 14,000-participant Music Lab experiment, Bernstein notes that while isolated listeners select songs based on intrinsic quality, introducing social signals causes popularity to diverge radically across identical parallel universes due to early cumulative advantage. Because real-world social outcomes branch unpredictably, Bernstein argues that agent simulations must never be treated as deterministic point forecasts. Instead, practitioners must run Monte Carlo distributions across hundreds of iterations to map out probability spreads.
Bernstein warns that ongoing alignment efforts to make frontier reasoning models helpful and harmless enforce conflict avoidance, causing simulated agents to default to polite banter and making them worse at replicating messy human friction. He contends that advancing social simulation will require dedicated foundation models trained on cognitive and psychological benchmarks rather than general-purpose reasoning engines, alongside greater scrutiny of user attachment to artificial companions.
Source quotes
[5:56] Michael Bernstein: highly stylized and have had minimal impact
[8:57] Michael Bernstein: the good, the bad, and the ugly
[23:19] Michael Bernstein: shower thoughts, figuratively speaking.
[25:58] Michael Bernstein: Everything I've shown so far shows believability. But Disney characters are believable. Cartoons are believable, but that may not be accurate.
[28:49] Michael Bernstein: Tell me the story of your life.
[32:26] Michael Bernstein: I hope that makes sense. So like a 0.1 would mean we can replicate people's responses 10% as well as people replicate themselves two weeks later
[39:07] Michael Bernstein: mostly generally works today.
[44:21] Michael Bernstein: set in reaction to a dumpster fire.
[51:19] Michael Bernstein: In early drafts of this, there were no doors. Like, we just hadn't implemented the doors. And so the agents would walk in on each other using the restroom because they couldn't see, and there was no—you have to get the environment to be accurate if you want accurate behavior.
[56:53] Michael Bernstein: kludge it on top of Claude or GPT-5.
Original transcript
[0:10] Hi, everyone.
[0:11] Good morning, good
afternoon, good evening.
[0:14] That way, we cover everything.
[0:16] We're happy to have Professor
Michael Bernstein here
[0:18] for this webinar.
[0:20] So let me give you a bit
more of his background.
[0:23] Michael Berstein is a
professor of computer science
[0:26] at Stanford University,
where he's a bass University
[0:29] fellow and an STM
microelectronics faculty
[0:33] scholar.
[0:34] His research in human
computer interaction
[0:37] concentrates on the design
of social computing systems.
[0:41] This research has won Best
Paper Awards at top Conferences
[0:44] in Human Computer Interaction,
including CHI, CSCW, ICWSM,
[0:52] And UISD, and has been reported
in venues such as The New York
[0:57] Times, Science, Wired,
and the The Guardian.
[1:01] Michael has been recognized with
an Alfred P. Sloan Fellowship,
[1:05] UIST Lasting Impact Award,
and the Patrick J. McGovern
[1:10] Tech for Humanity Prize.
[1:12] He holds a bachelor's degree in
symbolic systems from Stanford
[1:16] University, and a
master's degree and a PhD
[1:19] in computer science from MIT.
[1:23] Please stay muted so that we can
ensure good audio for Michael.
[1:27] We would appreciate if you
could turn your cameras on so we
[1:30] can have an engaging
and interactive session,
[1:32] and we encourage you to write
your questions in the chat
[1:36] since at the end of the session,
we will have some Q&A segment.
[1:40] Now, if we're all
ready, Michael,
[1:43] we are thrilled
to have you here.
[1:45] So the floor is yours.
[1:46] All right.
[1:47] Thank you so much for coming.
[1:48] I'm seeing, wow, a fairly global
presence here in this webinar.
[1:53] I'm actually somewhat
astounded by the number of you
[1:55] who are here.
[1:57] Over 500 of you.
[1:59] So thank you for joining me.
[2:00] We're going to talk
about AI, and we're
[2:03] going to talk in particular
about a frontier of AI agents
[2:07] that I think is particularly
poised to have a lot of impact.
[2:13] And maybe you're an
individual contributor.
[2:15] Maybe you're a manager or a
leader, or you're imagining
[2:18] or you're a policymaker.
[2:19] There are so many
different applications
[2:21] of these kinds of
technologies if can get them
[2:22] to work, which they're
increasingly showing promise of.
[2:26] So we're going to talk
through what is this frontier
[2:29] and what's going on.
[2:30] When we make decisions,
we make those decisions
[2:35] based on what I would view as
often incomplete information
[2:39] about how people
are going to react.
[2:41] Maybe you're at an
organization, whether it's
[2:43] a for-profit or a nonprofit
that's trying to decide,
[2:46] if we do this, maybe
our clients or customers
[2:51] will react this way,
or maybe these people
[2:52] who aren't currently
our customers
[2:54] will or won't react that way.
[2:56] Or, maybe I'm a
leader and I want to--
[2:58] I say, if I change
my management style
[3:01] in this way or reorg
in the following way,
[3:03] maybe the organization
will do better or worse.
[3:06] We make these decisions based
on the best data we can.
[3:11] But that data is
often incomplete.
[3:15] And this kind of
incomplete information
[3:18] means that we often
make bad bets.
[3:21] And what I mean by that is that
we make the best guess we can.
[3:24] We take all the
information we can.
[3:26] But we're ultimately wrong.
[3:27] And this is not necessarily
a problem with you.
[3:31] It's not that you're not smart.
[3:32] It's just really hard.
[3:34] We can't know in
advance always what's
[3:36] going to happen because we have
limited ability to get feedback.
[3:38] We can only launch once.
[3:40] And so we make these
big bets and they
[3:41] misfire across these areas
across like consumer packaged
[3:44] goods, CPG, personal
finance, product design,
[3:47] policy management,
even me as a professor.
[3:50] I do this all the time.
[3:51] I'm making guesses about
what's going to work
[3:53] with my students and not.
[3:54] And you think, oh, this is
like a problem of modernity
[3:58] and so on.
[3:58] But this is not
even a new question.
[4:01] This is a thing that goes
all the way back to 1906.
[4:04] Here's Robert Merton, a
famous, famous sociologist
[4:07] who pointed out even back
then, over 100 years ago,
[4:11] how hard it is to design for
what a group of people will do.
[4:17] Like, we all want to
get out of the city
[4:20] so that we can avoid the
crowds, but then everyone
[4:22] wants to get out of the city and
go on vacation at the same time
[4:24] so we all wind up
in the same forest,
[4:26] and it's too crowded there too.
[4:28] So we're very challenged in
making these kinds of decisions.
[4:33] And I want to ask today, what
if you had what-if machine?
[4:40] What if you had what-if machine?
[4:43] What would you use that
for if you could imagine
[4:46] in advance what might happen?
[4:49] Imagine that you could say if
my organization took this path,
[4:54] how might our customers react?
[4:57] Or if you could say,
if we were to fail
[5:01] or if something
were to go wrong,
[5:03] what's the pathway through
which that would maybe happen?
[5:07] Or you could say,
well, what if we
[5:12] could see how people
might react to this policy
[5:15] change or this new
product or this strategy
[5:18] we're thinking about
before we deploy it.
[5:20] If you have this kind
of what-if machine,
[5:23] my claim is that we could
make better decisions
[5:26] more often, much more often.
[5:29] And so this has led to a really
interesting question for me
[5:33] as a researcher in
computer science--
[5:35] could we create
simulated AI agents
[5:39] that replicate human behavior?
[5:40] Could we create AI
simulations that
[5:44] behave like people do, maybe
your organization would
[5:49] or like your customers
would and so on?
[5:51] If we could, then maybe some of
these things become possible.
[5:56] Now, simulation isn't a
new idea either, right?
[5:59] It goes all the
way back to 1978.
[6:02] Here's Thomas Schelling won
a Nobel Prize in economics
[6:05] for generating this idea of what
are called agent-based models.
[6:07] And these things are
still in use today.
[6:09] And I'm showing a screenshot
here of a recent model that
[6:13] was run on supercomputers trying
to understand, oh, if we engage
[6:16] in the following
kind of intervention,
[6:18] does this reduce the kind of
spread of a pandemic and so on?
[6:22] There are these very simple
algorithmic models of people,
[6:24] well, actually increasingly
complex, but still fairly
[6:27] mathematical.
[6:28] But simulation is
not just a thing
[6:30] that we use in policy-making.
[6:31] Here's entertainment.
[6:32] I bet a bunch of you
have played The Sims.
[6:34] It is one of the singularly most
popular video games of all time.
[6:38] These are also
simulations of people.
[6:41] And these people in--
[6:43] quote unquote, "these agents"
in The Sims can change the space
[6:48] around them.
[6:48] You can intervene on them.
[6:50] You can have all sorts of
fun in this little dollhouse
[6:52] environment.
[6:54] And increasingly, if
we are deploying AIs
[6:58] into worlds where the AIs
need to interact with us--
[7:01] some people talk
about AI teammates--
[7:03] what does that even mean?
[7:04] Like an AI that's
on your team at work
[7:07] would need to start reasoning
about how you might respond
[7:11] if it takes a certain action.
[7:13] And more broadly,
to create a set
[7:16] of tools that are what I would
term a look before you launch.
[7:20] And I think we
struggle with this.
[7:22] For much of my career,
I worked in the design
[7:24] of online platforms, social
media, and these kinds
[7:27] of things, and many
issues would come up
[7:29] because we couldn't
effectively foresee
[7:31] what was going to go wrong.
[7:33] And so this creates
the opportunity
[7:35] to create tools that say, ah,
what kinds of policy changes
[7:39] or rules do I need to set up
before I launch the system so
[7:42] that it doesn't all
become a dumpster fire,
[7:44] and then I set the
rules afterwards?
[7:47] Now, the problem has then
has been that up till today.
[7:51] Our models have
been pretty rigid.
[7:55] That is to say like you
have two options-- one,
[7:58] you say a human is
five parameters.
[8:01] That seems like
it's not quite true.
[8:03] Like, we can't quite be
reduced to five parameters.
[8:06] They can explain a lot about us.
[8:07] But I'm at least
seven parameters.
[8:09] It's essentially this is just
much too of a sparse model
[8:14] to encode the richness
of human behavior.
[8:16] The other option is to
do what The Sims does,
[8:18] where you basically
write scripts and say,
[8:21] if I get punched, then I
fall down and I get mad.
[8:24] And there again,
it's sort of limited
[8:26] to only the kinds of things
we can think to create.
[8:31] And zero is always
going to be incomplete.
[8:33] So as a result, at least
within the academic literature,
[8:36] the basic conclusion is,
I'm going to quote here,
[8:38] "The models have been highly
stylized and have had minimal
[8:41] impact."
[8:42] So not a good track record.
[8:44] The really interesting.
[8:46] But in practice, we haven't seen
them taken up in many cases.
[8:50] And I mean, I'm sure
some of you in this call
[8:52] have used agent-based models,
but the vast majority of people
[8:55] who I talk to have not.
[8:57] But starting a few years
ago, my colleagues,
[9:01] and I recognized that modern AI
models, so-called large language
[9:07] models like ChatGPT,
Claude, Qwe, all of these,
[9:11] DeepSeek, have trained on a
variety of human behaviors,
[9:17] which is to say that they've
literally read the book on all
[9:21] the research about how people
behave because they trained
[9:24] on research, and
they've also trained
[9:27] on a bunch of social media data.
[9:29] They've seen the good, the bad,
and the ugly of human behavior.
[9:33] And so as a result,
what we recognized
[9:35] was that you can prompt
these large language
[9:37] models to take on the
perspectives of a bunch
[9:41] of different people with
different backgrounds,
[9:44] experiences, and traits.
[9:47] So we can take ChatGPT
or another large language
[9:51] model, LLM, we can give it a
prompt that roughly equates
[9:55] to here's be this person.
[9:57] Here's a name, a description,
and in this situation,
[10:00] how would they react.
[10:01] And by multiplexing
those descriptions,
[10:05] we can create an entire
crowd of different people.
[10:08] And if we create
a crowd of people
[10:10] can put them in many
different situations
[10:12] and see what might happen.
[10:14] And in fact, we
started doing this.
[10:16] And in some work that shall--
we say, went a bit viral?
[10:20] We created almost like
a little terrarium
[10:23] of many of these so-called
of these AI agents
[10:25] that are simulated people.
[10:27] We call them generative agents.
[10:28] And we created a little
town called Smallville.
[10:32] This town is full of
25 generative agents.
[10:36] These 25 agents, as I
would describe them,
[10:40] are essentially all
completely autonomous AIs
[10:44] that are each playing the
part of a different person.
[10:48] So you can see the entire
town is going about their day.
[10:50] The artist in the town gets up
and paints the college students
[10:54] in the town.
[10:54] They sleep in more, and
then they go to classes
[10:57] and do their homework and so on.
[10:59] This allows us to
create a space where
[11:01] we can visualize
what it would mean
[11:03] to have these simulations
of human behavior in a way
[11:06] that we can learn about
people and interventions.
[11:10] So in fact, this work
got a lot of attention.
[11:15] And more recently,
Andreessen Horowitz--
[11:17] I think this was
just last month--
[11:19] put out some research,
their own research,
[11:22] arguing that this
is going to become
[11:24] the next essentially generation
of market research tools.
[11:28] And if you go check out
this-- it was in June.
[11:31] Excuse me.
[11:31] If you check out this
article, then they
[11:34] cite our research
quite centrally.
[11:37] So what I'm about to
show you in this webinar
[11:39] is that AI simulation can create
both believable and accurate
[11:45] simulations of human behavior.
[11:48] I'm going to give
you a how-to-guide
[11:49] of the techniques that enable
this kind of simulation.
[11:53] I'm going to give you the
gotchas, the things that often
[11:55] people get wrong, that
you should look out
[11:57] for when doing this.
[11:59] And I'm going to talk
about the current frontiers
[12:01] of this technology.
[12:02] Like, what's kind of on the
edge of just becoming possible?
[12:07] So I hope that sounds good.
[12:09] If you're excited, I don't
know, give a thumbs up in Slack
[12:12] or excuse me in Zoom,
and we'll dive in.
[12:16] The basic way we're going
to go after this is we're
[12:21] going to create
an agent by first
[12:24] we paid an online
artist to get a bunch
[12:26] of pixel art of different
characters, which
[12:28] you can see on the left.
[12:30] And these
visualizations are there
[12:31] mostly to help you
see what's going on.
[12:34] You don't actually have to
build a little video game
[12:36] environment like I did.
[12:37] I'm just a child.
[12:38] I was born in the '80s, grew
up in the '90s, 1990s Super
[12:41] Nintendo RPGs, so it's
just a cool way to show it.
[12:44] But essentially what we do
is we create a little persona
[12:48] for each individual.
[12:49] So here's John Lin.
[12:51] He's a pharmacy shopkeeper.
[12:52] We tell him that he runs
the pharmacy in this town,
[12:54] and we describe who he is.
[12:56] He's very helpful.
[12:58] And we tell that agent
who what it knows
[13:01] about others in the simulation.
[13:02] So we tell him he's
married to this other agent
[13:06] in the simulation, Mei Lin.
[13:08] And they have a son, Eddy Lin,
who's a college student studying
[13:11] music theory.
[13:12] Now, we have to tell the agent
about all of the other agents it
[13:15] knows in this environment,
because if we don't, the agent's
[13:17] going to wake up in
a bed next to Mei Lin
[13:20] at the beginning of the
simulation and go, ah!
[13:23] It won't know.
[13:23] It literally will not
know that other person.
[13:25] So we have to tell that
agent everything that it
[13:27] needs to know at the beginning.
[13:29] Now, what I want to
try to explain to
[13:31] you is, over the
course of this webinar,
[13:36] the important pieces of what
it takes to build one of these.
[13:40] I don't expect that you
understand this figure yet,
[13:43] as I'm first showing
it, but I'm going
[13:45] to build up to this figure
over the next few minutes
[13:48] so that you
understand what it is
[13:50] that allows these agents
to do what they do.
[13:52] And so that you can
create them yourselves.
[13:56] Now, basically, what we can do
is we just describe the agents,
[14:04] and we're going to just
let them go from there.
[14:08] They wake up without us telling
them exactly what to do.
[14:12] We just describe who they are.
[14:13] They'll wake up, brush
teeth, take a shower,
[14:15] cook breakfast, catch up
and talk to each other.
[14:18] They'll pack and get ready.
[14:22] And what I'm going to do here
is to the global alumni team,
[14:25] I can message you, but I
can't message the people here.
[14:28] I just sent you to the global
alumni team a link to a demo.
[14:31] If you can echo that demo,
link out to the group.
[14:34] They can actually load it up and
see the town in, effectively,
[14:38] real time.
[14:39] So I encourage you
to go check it out.
[14:43] Thank you.
[14:43] Yes, you sent out
the correct thing.
[14:46] So please go check
out that link.
[14:48] Now, the agents then
act in the environment
[14:51] because these are
just AI agents.
[14:52] Which means they mostly just
act in the sense of they
[14:56] use natural language.
[14:57] So they say, this agent,
Isabella Rodriguez,
[15:00] is drinking coffee.
[15:02] We then need to
ground those that text
[15:07] into concrete movements in our
little video game environment.
[15:10] So we say, oh, they're
drinking coffee, OK.
[15:12] They're going to walk
over to this chair,
[15:13] and then we're going to render
a little emoji that summarizes
[15:17] what it is that they're doing.
[15:18] So if you go and
click on that demo,
[15:20] you can see the agents are
often having these little emoji
[15:22] bubbles that show
what they're up to.
[15:24] So we ground their actions
which start out as language
[15:28] into this game environment.
[15:31] But you can talk to
these agents literally.
[15:34] You can intervene
and talk to them.
[15:36] So if you pretend to be
a newspaper reporter,
[15:39] then you can say, hey,
who's running for office?
[15:42] Who's running for mayor?
[15:43] And if the agent knows,
they'll respond, oh, yeah,
[15:46] I heard Sam's running for mayor.
[15:47] And if you want to
control these agents,
[15:49] then you can just pretend to be
their inner voice and say, John,
[15:54] you're running for mayor.
[15:56] And then John says,
well, I really
[15:58] need to talk to my family
about this big decision
[16:00] that I'm considering.
[16:03] So you can also intervene
in the game world.
[16:06] I can take the toaster,
set it on fire,
[16:10] and the agent will
recognize what's going on
[16:13] and run over to put
out the fire and then
[16:17] go make something
else for breakfast.
[16:19] So we have all of
these opportunities
[16:21] to think about
interventions in the world
[16:24] and how agents might
respond to them.
[16:26] Now, imagine intervening and
changing the layout of the home,
[16:30] or the kinds of information
they have access to
[16:32] or the kinds of products
in their home, and so on.
[16:36] So just to give you a sense
of what this is actually like,
[16:40] let me take it from here.
[16:42] These agents talk to each other.
[16:43] They're language agents.
[16:44] They're AI agents that can talk.
[16:46] So in the morning,
John sees his son Eddy
[16:49] and engages in conversation,
says, hey, good morning, son.
[16:51] Did you sleep well.
[16:52] The son says, yeah,
I slept great.
[16:54] He says, hey, what
are you doing today.
[16:56] And the son says, yeah, I'm
working on this music theory
[16:58] composition for my class.
[16:59] Remember, he's a
college student.
[17:01] He's a music theory student.
[17:02] So he's working on a
composition, a new song.
[17:05] Now, John doesn't know
this, but now, he does.
[17:08] He has to remember it, because
soon in the simulation,
[17:13] Eddy's going to leave
the house and John's wife
[17:15] is going to wake up and
say, where's your son?
[17:20] And John has to
remember what he learned
[17:21] so that he can tell her, yeah.
[17:24] He left.
[17:24] He's working on this
music theory composition.
[17:26] And now, she knows, and
this is how information can
[17:30] spread through the environment.
[17:33] Now, that's a simple
example, but we
[17:38] wanted to examine a
much more complex one.
[17:42] So here's what we did.
[17:43] We initialize Isabella, this
agent who runs the cafe in town
[17:48] with a simple intent to plan
a Valentine's Day party.
[17:51] So the simulation starts on
February 13th the day before
[17:55] Valentine's Day in the morning,
and it runs through the end
[17:58] of the 14th.
[17:59] So we just inserted
into her memory
[18:01] this little intent that she
was interested in planning
[18:03] a Valentine's Day party.
[18:04] And what I want to
convey to you is
[18:06] that nothing about this AI
agent architecture that we're
[18:08] talking about today is like
a party planning module.
[18:12] Nothing that says, oh,
this will definitely work.
[18:14] And in fact, there's a lot of
reasons why this might fail.
[18:17] This agent has to remember
to tell the other agents
[18:19] about the party.
[18:20] Anyone who's told about
it needs to remember
[18:22] that invitation, and
those who remember
[18:24] it have to actually show up.
[18:27] And yet, from this
seed, we start
[18:29] to see evidence of classic
information diffusion
[18:32] patterns, what you might think
of as rumor networks, whisper
[18:35] networks, just word of mouth.
[18:36] So Isabella tells people.
[18:38] People tell other people.
[18:39] You can see this
graph of who's hearing
[18:41] about this party from whom
as the simulation plays out.
[18:46] And in fact, Isabella goes
and gets her friend Maria
[18:50] to help decorate the cafe in
preparation for the party.
[18:53] Again, we didn't tell
her to do any of this.
[18:55] This agent decided to go get
help from the other agent.
[19:00] At the end of that day, like the
next day, on Valentine's Day,
[19:03] half the town had heard about
the Valentine's Day party.
[19:06] So of the 25 agents in
the town, 12 of them
[19:10] heard about the
Valentine's Day party.
[19:12] Of those 12, five
came to the party.
[19:16] Three said they were busy, and
four said they were interested
[19:20] but ultimately didn't show up.
[19:22] So is this accurate?
[19:25] It's a little bit of an
interesting question.
[19:27] It reads to me as
broadly plausible,
[19:30] but it's not necessarily
easy to tell.
[19:32] Is this exactly how it would
play if this were real life.
[19:36] It does, to me, seem like a
pretty compelling evidence
[19:39] of the kinds of believable
behaviors you might get.
[19:42] And in fact, one
more kicker on this,
[19:44] we not only told
Isabella she was
[19:46] interested in planning a party.
[19:47] We planted a memory
in the Maria agent
[19:49] that ML that you see on
the left in the image
[19:52] that she had a crush on
Klaus, another agent.
[19:56] And it turns out that Maria
asked her crush to the party.
[19:59] So we had this little
nascent agent love here.
[20:02] So very beautiful.
[20:04] And in fact, researchers
who are not us
[20:08] got this whole simulation
running again, just this year,
[20:12] and found that they
could intervene and study
[20:15] different alternatives.
[20:16] So now they said,
oh, OK, what would
[20:17] happen if suddenly the
agents-- some of the agents
[20:20] heard on the radio that
there was a new communicable
[20:23] disease, like a new
epidemic of swine flu?
[20:26] And you can see in
that pathway, when
[20:28] they ran the simulation, oh,
no one showed up to the party
[20:30] except for poor Klaus.
[20:32] Klaus had not heard
about the new illness.
[20:35] And so he had--
[20:36] He showed up anyway in
the no threat condition.
[20:39] The party happens as usual.
[20:41] And when the.
[20:41] And when the agents hear a radio
about a non-infectious disease,
[20:45] like diabetes complications
or something like this,
[20:48] the party also
happens as normal.
[20:50] So you can think about how
interventions into the world
[20:52] let you ask these
what if questions.
[20:54] That can be quite powerful.
[20:58] So how do we do this?
[20:59] I'm coming back to
this image, and I
[21:01] want to try to explain the major
parts of this architecture.
[21:05] You don't have to be
technical to understand this.
[21:07] I want to convey
the main pieces.
[21:11] The first thing we need to do to
create an agent like this is we
[21:17] need to give them the
ability to remember.
[21:20] So we give them what's
called a memory stream.
[21:23] This memory stream
is essentially
[21:25] a blow-by-blow
record of everything
[21:31] that the agent observes.
[21:33] So you can see a lot of this is
actually not very interesting.
[21:36] They see a bed.
[21:36] They see a desk.
[21:37] They see a closet.
[21:38] Some of it is more interesting.
[21:39] Like, I'm stretching, I'm
writing in my journal,
[21:42] I'm taking a break, I'm
cleaning the kitchen, and so on.
[21:46] But there's a lot of stuff here.
[21:47] You could fit it into the
context of some of the larger
[21:52] window large language models.
[21:54] But these models, the
research suggests,
[21:56] can get distracted with
very, very long contexts.
[21:59] So we actually do
something that's
[22:01] referred to in the
literature these days as RAG,
[22:04] or retrieval
augmented generation.
[22:06] So with RAG, what
we're doing is we're
[22:10] preferentially
retrieving memories
[22:12] that were accessed
recently that the age that
[22:15] are important to
the agent and that
[22:17] are relevant to the
current circumstance.
[22:19] So recency means
if it's something
[22:21] that you observed recently or
that you recalled recently,
[22:24] that's more likely to come up.
[22:27] If it's important.
[22:27] Like the fact, I don't know.
[22:28] The agent brushes its teeth.
[22:30] Not very important to the agent.
[22:31] The fact that it got asked out
to a party, pretty important.
[22:35] And finally, relevance, so if
an agent is taking a math test,
[22:38] then other memories about taking
tests or about that math class
[22:42] should be top of mind.
[22:45] So it's almost like running a
little bit of a Google search
[22:47] over all of these memories.
[22:51] And so now, what happens is
what you can see on the right,
[22:53] if we ask the
agent the question,
[22:55] what are you looking
forward to right now?
[22:57] We're going to retrieve these
recent important and relevant
[22:59] memories, like things like
that they're planning a party
[23:02] or that they're ordering
decorations for the party
[23:04] and researching
ideas for the party.
[23:06] Put those into the context
window of the large language
[23:08] model, along with the
description of Isabella herself.
[23:11] And that's what gets Isabella
to reply in a reasonable way,
[23:15] saying, I'm looking forward
to this Valentine's Day party.
[23:19] Memory-- the first
thing you need.
[23:21] The second thing that
we feel is important
[23:24] is this ability to reflect.
[23:26] If you have a
psychology background,
[23:28] then you might be familiar
with what I'm about to say,
[23:30] where the memory I just showed
is what's called a purely
[23:33] episodic memory.
[23:34] It's just like a
log of what happens.
[23:36] But if you think about it, we're
more than just captain's log.
[23:40] This is what happened.
[23:41] This is what happened.
[23:42] Or we needed to provide
the agents with the ability
[23:45] to produce higher-level
reflections of who they are,
[23:49] what they like,
their dispositions,
[23:51] and their interests
and their goals.
[23:53] So what we do is we
essentially get these agents
[23:57] to have shower thoughts,
figuratively speaking.
[24:01] So what we do is at
regular intervals,
[24:03] we pull memories from the
agent's memory stream,
[24:08] and we ask the agent to
reflect on those memories--
[24:11] here's two examples--
to produce--
[24:14] so a higher level reflection
or conclusion about them.
[24:17] So given the two observations
that Klaus Mueller is reading
[24:20] about gentrification,
reading about urban design,
[24:22] we produce a
reflection that Klaus
[24:24] spends a lot of time reading,
and we can do this over and over
[24:28] again by continuing
to group memories
[24:30] and reinserting those
reflections back into the memory
[24:33] stream to produce
higher and higher level
[24:35] reflections about who this agent
is and what their goals are.
[24:39] This produces the
ability for the agent
[24:41] to essentially to
produce behavior that's
[24:44] much more consistent
with these goals
[24:45] rather than just
literally being a robot
[24:48] and walking from step to step.
[24:52] The third thing is planning.
[24:58] So planning is important
for these agents
[25:02] to remain believable over
long periods of time.
[25:04] And planning is something that
is not unique to this project.
[25:09] It's been a long
time issue with AI.
[25:13] So what we would do
is, we would start
[25:17] by having these agents
plan out their full day.
[25:21] Then we would drill
in and given that day,
[25:23] say hour by hour, what
are you going to do.
[25:25] We're going to drill in
again and go minute by minute
[25:28] and say, OK, in details,
what are you doing?
[25:31] And when the agent
sees something
[25:32] as they're acting
in the environment,
[25:34] like here, the John agent
might see Eddy, his son,
[25:37] taking a walk around
his workplace,
[25:40] then we will ask this
agent, given its background,
[25:44] you can see the prompt
here on the left
[25:46] if it should react
to the observation.
[25:48] If so, what would be an
appropriate reaction?
[25:50] And then replan if we need to.
[25:53] So this is how the agents
adapt as the simulation runs.
[25:58] Now, this work got
a lot of attention.
[26:01] It really caught fire
with a number of people.
[26:04] And that was really
interesting to see.
[26:08] And I think I just want
to start by suggesting
[26:10] there's some evidence--
that there's something
[26:14] to this idea that of
the goal of creating
[26:17] these simulations of people
and what that might enable.
[26:22] You can see here
news reports that
[26:24] are featuring Joon sung park, my
PhD student who led this work.
[26:29] And yet, with this vision,
I haven't fully answered
[26:35] the question, right?
[26:37] I asked this question
before about whether we
[26:39] can create simulated AI agents
that replicate human behavior.
[26:47] Everything I've shown so
far shows believability.
[26:51] But Disney characters
are believable.
[26:52] Cartoons are believable, but
that may not be accurate.
[26:56] And if you're going to make
decisions based on this,
[26:58] then there's this
question of how
[26:59] accurate are these agents
at replicating behavior.
[27:03] And that's an empirical
question that we really
[27:06] need to ground out if you're
going to think about whether you
[27:08] want to be using this.
[27:10] So how do we measure this?
[27:14] Because there's papers out there
that just try to replicate this
[27:16] study or that study and say
this one works or that one
[27:19] doesn't, but others then try
to replicate that and show
[27:21] a different result. How
do we act like you can't--
[27:24] How do you actually know?
[27:26] So let's talk through
how you might know.
[27:29] Well, there's a few different
ways you could go about this.
[27:33] One thing you could
do is build what you
[27:34] might call demographic agents.
[27:36] So here, you take a
sample of the population,
[27:39] and you produce a demographic
agent version of a person.
[27:44] So here's a demographic
agent version of me.
[27:46] It says, my age,
where I live, my job,
[27:49] and these kinds of things.
[27:51] On the other hand,
you could create
[27:53] what we did in that Smallville
simulation, these persona
[27:55] agents that are more narrative
descriptions of the person.
[27:58] So again, on the right here is
a persona agent version of me.
[28:02] So maybe adds a
little bit more flavor
[28:05] but also misses
some information in.
[28:08] But they're both interesting.
[28:09] The issue here, as prior
research has demonstrated,
[28:13] is that both of
these approaches can
[28:15] produce very simplified vilified
and stereotyped behaviors.
[28:20] Most kind of-- one
of the instances that
[28:24] was most striking to me
was that if Joon Park.
[28:27] Again, my PhD
student or now alum
[28:29] who started this work,
if you just produce--
[28:33] he's from South Korea.
[28:34] And if you ask if you tell the
model that and say, what is he
[28:36] going to have for lunch?
[28:37] The model says rice.
[28:39] Not great, really.
[28:41] Probably not accurate either.
[28:43] It's very stereotyped.
[28:44] It has bias, all these
kinds of things in it.
[28:46] So what are we supposed to do?
[28:49] So what we found is that there
are better ways to do this.
[28:54] In particular, we found that
rich qualitative information
[28:58] is an interesting direction.
[29:00] So what we did-- and this is
some more recent research--
[29:03] is we went out and ran two-hour
interviews with a representative
[29:08] sample of 1,000 Americans.
[29:10] Now, obviously, this
is focused in the US.
[29:12] But you can do this yourself
in your local jurisdiction
[29:15] if you're interested.
[29:15] So we would run
these long interviews
[29:17] and I'll talk about whether
two hours is necessary later.
[29:20] It turns out actually
you don't need two hours.
[29:22] We took an interview
script from a project
[29:24] here at Stanford called
the American Voices
[29:26] Project, led by David Grusky.
[29:28] He's a sociologist,
has this very broad
[29:30] ranging interview
script that literally
[29:32] starts with the question, tell
me the story of your life.
[29:35] And then it covers everything
from their communities
[29:38] and their jobs and their
finances and their health
[29:41] to their politics.
[29:42] It's just this broad
backbone of who they are.
[29:45] We use this two-hour
interview to construct
[29:48] a digital twin of that same
person, a generative agent
[29:52] of that same person
with that interview
[29:56] as the memory of the agent.
[29:58] OK, so now, we
have a real person,
[29:59] 1,000 real people and 1,000
twinned agents for them.
[30:05] That real person then
takes a large battery
[30:08] of surveys and
experiments so we can
[30:12] gauge what their actual
attitudes and behavior are
[30:15] in realistic scenarios.
[30:17] So here, I'm going to focus
on the General Social Survey.
[30:19] This is a 170-ish question
survey that has been fielded
[30:23] in the United States
over the last 50 years,
[30:26] but we also look at the
big five personality index,
[30:28] some behavioral economic
games, some replications
[30:31] of experiments.
[30:31] There's this broad battery.
[30:34] We then have the generative
agent of that same person
[30:37] take the same surveys
and experiments.
[30:41] And then now, we can finally
measure this more accurately.
[30:45] We can say, how closely
does this person's agent
[30:49] replicate that person's
actual behavior and attitudes?
[30:53] I hope that makes sense.
[30:54] So we have real person,
agent version of them,
[30:57] and we ask how well the
agent version of them
[30:59] replicates their exact answers.
[31:03] So we run these interviews
actually with another AI agent.
[31:07] It's a voice-to-voice interview
like a phone interview.
[31:09] It's on the computer, but I've
changed many of the details
[31:14] here to preserve
anonymity, but I just
[31:15] want to give a
sense of the flavor
[31:17] of the kind of information
that these interviews yield
[31:20] about people.
[31:20] Obviously, this data all remains
private for human subjects
[31:25] reasons.
[31:26] But you can see that the
kinds of things we're learning
[31:29] are people's backgrounds
and their life
[31:31] stories, their ambivalence
toward political identification,
[31:35] what their jobs are and
were their finances,
[31:38] and how much extra
money they have
[31:40] to spend on various
categories and so on.
[31:42] So it's just a very,
very rich background.
[31:47] All we do then-- and if you
wanted to create these kinds
[31:50] of agents yourself, given
this kind of interview,
[31:53] is we put the interview
up at the top of--
[31:56] the top of the prompt to
ChatGPT or another model,
[31:59] and we tell the model based
on this interview transcript,
[32:02] "I'd like you to predict how
this person would respond
[32:05] to the following
survey or experiment."
[32:07] Now, there's more detail to it.
[32:09] Here, you can see the
actual prompt we use.
[32:12] But for the most part, it's
just the yellow parts here.
[32:16] Interview and then now please
predict what this person
[32:19] will say in response.
[32:22] What we find is that these
agents do accurately replicate
[32:26] attitudes and behavior.
[32:27] Now, in order to
explain this, we
[32:29] need to say one more
thing about the method.
[32:32] It turns out that if I
give you a survey today,
[32:35] and then I give you the
same survey two weeks later,
[32:38] you are not going to answer
exactly the same thing.
[32:40] A lot of stuff's going to be the
same, but not exactly the same.
[32:43] So we need to
normalize for this.
[32:44] So we do exactly this.
[32:46] We have everyone, all 1,000
people in this experiment run
[32:49] the same survey twice.
[32:51] And so what we're
going to do here
[32:52] is every result I'm
going to show you here
[32:54] is going to be a ratio where
1.0 means that agents replicate
[32:59] people's responses as
accurately as people
[33:02] replicate themselves
two weeks later.
[33:05] I hope that makes sense.
[33:06] So like a 0.1 would mean we can
replicate people's responses
[33:09] 10%, as well as
accurately as people
[33:12] replicate themselves
two weeks later.
[33:14] OK, so if you were
to do this, if you
[33:18] were to guess randomly
on this big survey,
[33:21] you could replicate people
about a third as well as they
[33:24] replicate themselves
two weeks later.
[33:26] That's a baseline of how
predictable people are.
[33:29] If you use these persona agents
or the demographic agents,
[33:32] you can replicate
people about 70%,
[33:33] as well as they replicate
themselves two weeks later.
[33:37] And if excuse me, if you use
these full interviews like I
[33:40] was describing can
replicate people
[33:42] 85% as well, as they replicate
themselves two weeks later
[33:46] on the General Social Survey.
[33:49] I think that's
pretty impressive.
[33:51] Now, it's not just the
General Social Survey
[33:55] across a series of other tasks
like the big five personality
[33:58] index, behavioral
economic games.
[34:00] You can see that these
normalized coefficients are all
[34:03] generally in this similar range.
[34:06] So we think that there's
substantial possibility here.
[34:10] Furthermore, actually, these
interviews reduce bias.
[34:15] And so if you have
this full interview,
[34:17] if all I know about you is
that you're like a Republican,
[34:19] a conservative, then
it really stereotypes.
[34:23] But if I know a lot
more, then it can--
[34:26] the model can get
much more subtle.
[34:27] So it turns out across
these different approaches
[34:29] that you might imagine.
[34:31] Politics is the
hardest to model.
[34:32] So the difference between
the best performing group
[34:34] and the worst performing
group was around 8% accuracy,
[34:37] normalized accuracy.
[34:38] The worst performing group for
us was far right conservatives.
[34:42] The models, the
underlying language
[34:43] models are pretty unhappy,
responding to questions
[34:48] as a far right conservative.
[34:49] They've been value aligned maybe
to not say some of these things.
[34:52] And the conservatives, the far
right conservatives themselves
[34:54] in the interviews
were a little more coy
[34:57] about their true opinions.
[34:59] Gender and race surprised me.
[35:01] They were actually they had
smaller gaps at a baseline
[35:04] than I expected.
[35:06] But again, the interviews cut
out a lot of the difference.
[35:09] So again, we're looking
at maybe just a sub--
[35:11] in the case of gender, sub
1% difference in accuracy
[35:15] between the different groups.
[35:18] In fact, as I mentioned, we
also had 1,000 people do this.
[35:22] We had 1,000 people replicate
experiments that were published
[35:27] in top tier journals.
[35:29] The proceedings of the
National Academy of Sciences.
[35:31] This is a top, top tier science.
[35:33] So we had 1,000 people or 1,000
people replicate those same
[35:36] studies, and then we had their
agents replicate those same five
[35:39] studies.
[35:40] Of those five
studies, our agents
[35:42] replicated four of the five.
[35:44] And you might say, oh,
well, that's not great.
[35:46] You missed one of them, but
it turns out that we didn't.
[35:49] The 1,000 real people also
didn't replicate that fifth
[35:52] study.
[35:53] That fifth study was
actually bad science.
[35:56] That didn't replicate that
result with real people
[35:59] was not that was published,
wasn't a real effect.
[36:02] And the simulations
correctly predicted
[36:04] that was going to
happen, that fifth study
[36:07] wasn't going to happen.
[36:08] And in fact, my colleague
here at Stanford, Rob willer,
[36:11] has generalized this in a
really compelling way, where
[36:14] they found a bunch of
non-public study results
[36:18] that were pre-registered.
[36:19] So they got all of these
studies, 100,000 people,
[36:21] and found that they could
predict the effect sizes
[36:23] of these experiments with
simulation with a correlation
[36:27] between 0.85 and
0.9 pretty strongly.
[36:31] Now, what this wound up with for
us was this agent bank of 1,000
[36:38] consented participants
from the United States.
[36:41] So we have this agent
bank that we can now
[36:43] use to test maybe
depolarization or climate change
[36:49] kinds of questions and so on.
[36:51] But if you're trying to do
this for your organization,
[36:53] you might want to
think about who
[36:55] ought to be in that
agent bank that you
[36:57] would build for questions
that you care about?
[37:01] Should they be representative
of your customers?
[37:04] Should they be
representative of people who
[37:06] of people who are not currently
your customers, but could be?
[37:10] Should maybe your company has
internal marketing or user
[37:14] research data that you've
interviewed people in the past?
[37:16] You just have a data set
sitting there that you
[37:18] could turn into an agent bank.
[37:22] Here's my advice.
[37:22] Here's how-to.
[37:26] A bad way to do this
would be to define agents
[37:28] with a single demographic
variable, like just that.
[37:30] "Be a conservative."
[37:31] "Be a Republican."
[37:32] This produces all
sorts of stereotyping
[37:35] and under underestimates
the variance,
[37:38] the distribution like it makes
it seem to certain when you
[37:41] need it to be more uncertain.
[37:42] It's just not enough.
[37:44] Not terrible would be five
or six demographic variables.
[37:47] We saw that was able to
replicate people about 70%
[37:50] as well as they replicated
themselves two weeks later.
[37:53] Better was data as
rich as you can gather,
[37:55] like these interviews
we were finding,
[37:58] we were actually able to
maintain very strong accuracy
[38:02] by having a much
shorter interview.
[38:04] So we went in later,
and we just deleted
[38:06] random 80% of the interview.
[38:09] And we were still we
went from 85% accuracy
[38:11] to m or 0.85 replication
ratio to 0.79.
[38:16] It didn't really decrease it
that much, which surprised me,
[38:20] to be honest.
[38:22] So there's something
about these interviews,
[38:24] is teaching very
rich information.
[38:26] But I do think--
[38:28] and I see a comment in the chat
about this exactly on point.
[38:32] You have the-- remaining
parts of the interview
[38:34] have to be relevant.
[38:35] So if you're only interviewing
people about their views
[38:38] on fashion, say, and
then you're trying
[38:40] to predict their views
on climate change,
[38:42] there's just not enough for
the model to generalize.
[38:44] OK, maybe if we know that
they're very high income
[38:48] or something like
this, you might be
[38:49] able to extrapolate from there.
[38:51] The models can do quite a bit.
[38:52] But if I'm only interviewing
you about sports teams,
[38:55] and then I'm trying to predict
your retirement planning
[38:59] or something like
that, it makes sense
[39:00] that it would be that it's
a little bit too disjoint.
[39:03] You have to make sure that the
data you gather is relevant.
[39:07] Now, we cannot proceed without
talking about the risks of this.
[39:12] There's literature.
[39:14] Not every study
replicates correctly.
[39:18] And you can see some
of the research here
[39:20] that has found examples of cases
where this hasn't replicated.
[39:23] And I can show you an example
of one case where this really
[39:28] has happened.
[39:29] So here's a company that
I was talking to that
[39:31] tried to implement this.
[39:32] On the left is
ground truth data.
[39:34] This is pew trust.
[39:36] And if it's a little
blurry for you
[39:38] then what's highlighted
in red is this age--
[39:42] broken out by age, 18 to
35, 36 to 51, and so on,
[39:45] and they're asking
people how familiar
[39:47] they are with their
retirement plan fees.
[39:49] I want you to pay attention
to the dark blue part
[39:52] of the bar where, say, in
to 35 group, 13% of people
[39:56] said they were very familiar
with their retirement plan fees.
[40:00] On the right, you can see
their simulation result
[40:04] where instead of 13%,
that one was like 1.2%.
[40:09] Now, you might say,
oh, well, Michael,
[40:10] you still got the biggest
one that middle bar was still
[40:14] guessed to be the biggest one.
[40:16] And the second one was still
guessed to be the second biggest
[40:18] one and so on.
[40:18] And so maybe it doesn't matter
for your particular cost,
[40:21] but maybe it does.
[40:23] Maybe the difference
between 13% and 1.2%
[40:26] is the difference between we
ignore this subpopulation,
[40:28] and they're a sizable minority
that we would care about.
[40:31] So these things can make errors.
[40:34] And the way that I
think about this today
[40:37] is think about it
as a ladder where
[40:39] as you climb up the ladder, you
take on more risk of issues.
[40:44] But it also gets more ambitious.
[40:47] So you might start out at
the bottom of the ladder
[40:49] with a question of possibility.
[40:50] What might this--
what might happen?
[40:53] What could happen?
[40:54] We're not going to put a
probability label on it
[40:56] or say how likely
it is to happen.
[40:58] Just this is an outcome that
you might want to think through
[41:00] because it could
happen further up
[41:03] would be qualitatively oriented
outcomes, things like attitudes,
[41:08] anything that is chat outcomes.
[41:11] And this is, I think,
safer because we're
[41:13] pretty good at modeling this
already, given the interviews.
[41:16] Higher up, and
where I just showed
[41:18] the error was quantitative
outcomes like histograms,
[41:20] bar charts, where the
difference between 5% and 10%
[41:23] might really matter.
[41:25] And at the top
would be multi-agent
[41:27] simulation, the town that I
was describing an entire market
[41:30] simulation.
[41:31] In order to trust that, you need
to have a lot more assumptions.
[41:35] So let me dig into
what you would
[41:36] need to see to
trust each of these
[41:39] because this is a
totally new method,
[41:40] and I want to stress
that you should not over
[41:42] trust such a method with
the possibility rung.
[41:46] This one, I would say mostly
generally works today.
[41:50] What it needs to generate
is a plausible chain
[41:52] of events that could lead
to a potential outcome,
[41:56] and you should be able
to just by looking
[41:57] at the chain of events, say,
oh yeah, that seems plausible,
[42:00] that could happen.
[42:01] Oh, yeah, if a troll
shows up in my system,
[42:04] they could really mess with
it in the following way.
[42:06] We need to introduce
the following safeguard.
[42:10] On the qualitative rung,
it's mostly about attitudes.
[42:14] And so we need to be able
to accurately estimate
[42:16] individual attitudes.
[42:18] I would say that my evidence
is that this mostly works today
[42:22] if you have rich enough data.
[42:23] Now, it's not the same
as running an interview.
[42:25] And I would never say that
you should do this instead of
[42:28] actually engaging
with the communities,
[42:30] but I think it is a good way to
get a rough sense of what might
[42:34] people say in response to say,
a new policy or a new strategy
[42:37] or a new product.
[42:38] The quantitative rung
requires actual measurement
[42:42] of quantitative accuracy.
[42:45] Say, can it recreate your
market research surveys?
[42:47] In many cases,
we're seeing, yes.
[42:49] And in many cases, we're
seeing that there are errors.
[42:51] So you need to tread
carefully here.
[42:53] I think the way I would
view this is that you
[42:56] ought to-- you consider.
[42:58] You have 100 ideas
of what you might do.
[43:00] Use simulation to
narrow it down to five.
[43:02] That seem promising.
[43:04] And then actually A/B test the
remaining five on real people
[43:07] to see what's working
with multi-agent.
[43:11] I don't think that we're
really ready for that
[43:13] in decision making quite yet.
[43:16] If you wanted to do this.
[43:17] You'd have to be able to trust
every individual agent to be
[43:21] accurate.
[43:21] If the individual agents
are accurate, then when
[43:23] you put them together,
then the emergent outcome
[43:25] should also be accurate.
[43:26] You could also take a complex
systems perspective of, oh, it's
[43:29] more about the phase changes.
[43:30] I think that's much more
difficult to reason through.
[43:33] So multi-agent can be right,
but it also can be wrong.
[43:36] And you don't know how
to distinguish those.
[43:38] So I would be very careful.
[43:42] How do we mitigate these risks?
[43:44] Well, for one, make
sure your agents have
[43:47] in-domain data in their memory.
[43:48] Again, this is-- don't
interview about fashion
[43:50] if you're asking
about retirement.
[43:52] Second the possibility
and the qualitative
[43:56] rungs reduce and mitigate many
of these risks, because what
[43:59] I would call rough
edged problems,
[44:00] where if it's 80% correct,
it's still helpful, it's still
[44:03] helping you learn, whereas
the quantitative rung is
[44:06] like sharp-edged, it's
either right or it's wrong.
[44:09] And if it's wrong, you might
be making the wrong decision.
[44:12] And finally, validate important
questions on a small subsample
[44:17] to make sure that the
model isn't too far off.
[44:21] Now, I want to highlight
here that there
[44:25] are frontiers of this space.
[44:27] I'll show just a couple.
[44:29] One is these set
of tools around.
[44:32] Look before you launch.
[44:33] So this is actually
where we started.
[44:36] As I mentioned, I
was doing a bunch
[44:38] of work for many years
in online platforms
[44:40] where people wouldn't foresee
the ways that their policies
[44:42] would backfire.
[44:44] And what we did is we found
that these tools are actually
[44:47] very useful at this possibility
rung to help people fix things
[44:53] before they go wrong.
[44:54] And we would get these quotes
from people being like, yeah,
[44:57] everything we do is set in
reaction to a dumpster fire.
[44:59] That's really a terrible
way to run a community.
[45:02] And in response-- and
instead, when we gave them
[45:05] access to these kinds
of tools, they actually
[45:07] iterated in simulation.
[45:08] They're like, oh,
I didn't realize
[45:09] that this low effort post
would do this kind of thing.
[45:11] And then the troll would
respond in that way,
[45:13] and they actually fixed
it before it launched--
[45:15] I now actually do
this every year
[45:17] when I teach a course in
online platform design,
[45:19] I have students.
[45:21] I open the fire hose of
trolls at their systems,
[45:24] and their goal is to
make them, stay upright.
[45:27] And I think we get
better projects for it.
[45:31] A second application of this
is training soft skills.
[45:35] So one that we built in x
with an expert in the Stanford
[45:40] Business School in conflict
and negotiation, yeah,
[45:42] is these systems around
conflict negotiation.
[45:44] Everyone thinks that
they're great at conflict
[45:46] until things start going wrong.
[45:49] And we felt, ah, maybe
these generative agents
[45:53] can serve as sort of like
sparring partners or training
[45:55] partners so that you can
engage in this conflict
[45:58] or this negotiation.
[45:59] Maybe you're negotiating
a salary for a new job
[46:01] or whatever in
simulation before you go
[46:04] and have the actual conflict.
[46:06] So we created a tool that let
people simulate a conflict.
[46:10] It's almost like a Monty Python
where we then ran an experiment
[46:14] on it, where we
randomized people
[46:16] into either watching a lecture
on the best-in-class strategies
[46:19] for handling conflict,
or watching that lecture
[46:22] and going through a
simulated conflict.
[46:25] Both groups, critically
did equally well
[46:28] on a book test of what they're
supposed to do in a conflict,
[46:32] but only the group that had
the simulation did better
[46:36] in an actual conflict later.
[46:40] Having done the simulation
reduced their likelihood
[46:42] of using an antisocial
strategy by 2/3.
[46:46] So there's something
about this idea
[46:49] that I could try
something in simulation
[46:51] that really aids learning.
[46:56] Now, as I mentioned,
I think, going
[47:00] to be a number of business
applications for this.
[47:04] I brought this article up.
[47:07] You can look at this for a
fairly up-to-date assessment
[47:10] of what's going on.
[47:11] If you're in market research
or something like this.
[47:14] I will, with some
embarrassment, point out
[47:17] that if you scroll forward far
enough down in that article,
[47:19] they actually mentioned this
startup that the Stanford
[47:23] Research that I'm describing
here spun out into if you're I'm
[47:26] not here to shill any
company, but if you're
[47:28] interested in chatting about
commercial applications of this,
[47:32] there's a QR code on the screen.
[47:33] I'll leave up for just a moment.
[47:36] The company that we're
spinning out is called Simile,
[47:38] but there's a lot of open
research in this space
[47:40] that I've been that I mostly
focused on trying to share here.
[47:44] And what I think I want
to do is just highlight
[47:47] that there is so much that we
can learn from the opportunity
[47:53] to create this
what-if machine that
[47:56] allows us to really
go forward and think
[48:00] through what might happen.
[48:03] And so with this, I
wanted to make sure
[48:06] that we leave a lot of
time for discussion.
[48:08] We have about 10 minutes here
in this webinar for discussion
[48:11] and Q&A. I'm going
to flip this over
[48:14] to another QR code
for global alumni,
[48:20] where if you want
to learn more, I
[48:22] teach an online course
that global alumni can
[48:24] say more about here.
[48:25] So I'll hand this over to
the global alumni team.
[48:27] I think there's going
to be a Q&A that we'll
[48:31] engage with over
the next 10 minutes,
[48:33] and we'll take it from there.
[48:38] Thank you so much, Professor
Bernstein, for this session
[48:43] and for your time.
[48:44] We are going to do
now some Q&A questions
[48:47] so I can give you the first one.
[48:49] Can AI robots do customer
service for drive-thru fast food
[48:53] restaurants?
[48:56] Oh gosh.
[48:58] Can these systems
do customer service?
[49:01] That's not really a question
of whether we simulate
[49:04] in the sense that
are you really are
[49:05] you trying to simulate the
person that's at the window.
[49:10] Can they do customer service?
[49:11] I mean, I think if you've used
many different apps recently,
[49:16] these things are being pushed
into doing customer service,
[49:18] like ChatGPT customer
service agents.
[49:20] I think there are risks.
[49:22] You may have you're
I'll for a moment--
[49:24] or in a moment, I'll
stop the screen share
[49:26] so you can see my face.
[49:31] You may have heard of
this Canadian airline that
[49:33] did a ChatGPT customer service
agent that then promised
[49:38] a refund to some of to
some of its customers
[49:42] who, as someone who had
experienced, I think,
[49:44] a death in their family.
[49:45] This said yes, but
this was actually
[49:48] out of policy for the company.
[49:49] So they then later came
back and said, oh, sorry,
[49:51] that was just our chatbot.
[49:52] We can't promise this.
[49:53] And then the Canadian
courts came in
[49:54] and said, no, your
chatbot promised this.
[49:56] You got to do it.
[49:58] So I think that we have to think
very carefully about customer
[50:02] service applications
here because it
[50:05] is at the end of the day, the
experience of your organization
[50:09] is their experience with that
last mile with that customer
[50:11] service bot.
[50:13] So do I expect this to be used?
[50:16] Yes I do I think you
ought to be very careful?
[50:19] Yes, I actually think
the thing that's probably
[50:22] going to wind up being even
much more further discussed
[50:26] is not simulation
of other people,
[50:31] but the creation of an
entirely artificial characters,
[50:34] if you've played or
heard of character AI.
[50:37] This is something that
I think we discussed
[50:38] in the online course that the
global alumni and Stanford
[50:41] course that I expect that
in the next five years,
[50:46] there's going to be a lot of
conversation about people who
[50:48] are talking to AI
agents, completely
[50:52] artificial characters, not
simulations in preference
[50:56] to talking to other people.
[50:57] I think there's going to be a
lot of hand-wringing about this
[50:59] and thinking about what kinds
of risks those pose to people.
[51:03] My colleague de Yong at
Stanford has actually
[51:05] just recently put out a white
paper on this exact topic.
[51:09] Thank you.
[51:10] So next question,
there are quite a few,
[51:12] so I don't think we're going
to be able to cover everything.
[51:15] But thank you so much
for sharing so much
[51:17] of your questions with us.
[51:19] So does AI mimic or
interpret human behavior?
[51:24] Can you say that again?
[51:25] Does AI mimic or interpret?
[51:26] Does AI mimic or
interpret human behavior?
[51:31] I mean, it's sort of doing both.
[51:33] I would claim that--
[51:34] to be clear, these are not
like agents with cognition.
[51:37] These are not alive.
[51:38] These are not thinking agents.
[51:39] They are simulations of people.
[51:41] So I would view them as mimic
mimics of human behavior.
[51:45] But in order to
mimic that behavior,
[51:47] they have to be
able to interpret
[51:49] a lot of human
behavior, other humans
[51:51] behaviors, and the interviews
and what other information
[51:54] we have.
[51:55] So that interpretation
is actually
[51:56] a critical step along the path
to getting accurate simulation.
[52:07] Next question.
[52:08] So human behavior is a
complex system in itself.
[52:12] How do you even replicate a
complex system in its entirety?
[52:18] How do you replicate a complex
system in its entirety?
[52:21] That is a great question.
[52:22] So I think that is actually
a sort of an open research
[52:25] frontier, a little bit the.
[52:29] In order to do that,
you would need to I
[52:31] think we've now got the
ability to replicate individual
[52:34] agents with a reasonable
amount of accuracy.
[52:37] But the environment, like the
world we haven't replicated.
[52:43] You will need to do that.
[52:44] Right now, these agents
are a little tiny town.
[52:46] In fact, just as a
funny little example.
[52:50] In early drafts of this,
there were no doors.
[52:54] Like, we just hadn't
implemented the doors.
[52:56] And so the agents would walk in
on each other using the restroom
[52:58] because they couldn't
see, and there
[53:00] was no-- you have to get the
environment to be accurate
[53:03] if you want accurate behavior.
[53:05] This is sometimes when I
get leery of people who say,
[53:07] oh this replicates or that
doesn't replicate because it's
[53:10] like they take agents.
[53:11] They put them in a
straight white box
[53:14] that's completely dissociated
from any realistic environment.
[53:18] The agent had no earlier--
nothing happened to it before.
[53:21] It just woke up.
[53:22] And it's like given a question.
[53:23] What happened to that
agent earlier in the day?
[53:25] Did it have a
fight with its kid.
[53:26] Is it under financial stress?
[53:27] We need to actually give
that much richer picture.
[53:30] And the environment
itself, which we know
[53:32] accounts for about 0.4
40% of the variance
[53:36] in human inhuman behavior.
[53:39] I'll make one other
point with a quick slide.
[53:41] That is not about this--
[53:43] there's something else I
teach which is essentially
[53:47] that even if you like
that human society
[53:49] itself isn't fully predictable.
[53:52] So there's one of my favorite
experiments of all time here.
[53:56] Basically, they got over 14,000
people to split into a bunch
[54:01] of different worlds where they
could either see or not see
[54:04] the view counts on songs
like in a Spotify clone.
[54:07] Like, here's imagine
a YouTube, Spotify.
[54:09] You can see how many
other people have
[54:11] listened to a song or YouTube.
[54:12] You can see the view count.
[54:13] Imagine you couldn't see that.
[54:15] And now they have all these
new songs from indie bands,
[54:17] and they would
randomize people into
[54:19] whether they could
see the views or not,
[54:23] and then they would
randomize them further
[54:24] into parallel universes.
[54:26] So now, there's 16 different
versions of Spotify,
[54:29] and they could ask whether
the same music becomes
[54:32] popular across all of
these parallel worlds.
[54:35] And what they
found was that when
[54:37] people could see each other.
[54:39] How many other people had voted?
[54:40] Then it basically blew out
of the water any consistency
[54:44] in the outcomes that the
best songs rarely did poorly,
[54:47] and the worst songs
rarely did well.
[54:49] But basically, any other
result was possible.
[54:52] And so what I'm
trying to convey here
[54:53] is that essentially, even if
we can simulate the world,
[54:56] there's no guarantee you get
a single outcome in the world
[54:59] because if you were
to rerun the our world
[55:01] multiple times would
get different outcomes.
[55:03] So the best thing we
can do with simulation
[55:05] is do what's called Monte
Carlo simulation, run
[55:07] it a bunch of times.
[55:09] And to learn from there, what
are more likely outcomes?
[55:12] What are less likely outcomes?
[55:13] But I can never give
you a straight point.
[55:15] Prediction of this is
definitely going to happen.
[55:18] Sure.
[55:19] Thank you.
[55:20] Next question.
[55:21] So if we were able to apply
this to an experience design use
[55:25] case, for example, creating
persona based agents,
[55:29] how might we reach an
appropriate level of confidence
[55:32] that we've answered
the important what-ifs?
[55:36] Oh, that to me feels a
leadership strategy question.
[55:41] Think about how does any good
leader or manager prioritize
[55:49] the risks that they face.
[55:53] And I tend to think of
this in terms of agile.
[55:59] I don't know if you've ever
read like the lean startup
[56:01] or something like this
where you essentially
[56:04] start by asking, what are the
riskiest risks that we faced.
[56:07] The thing where if
we're wrong, completely
[56:09] decimates our strategy.
[56:11] And you start by reducing
your uncertainty in that risk,
[56:14] and then you reduce
the uncertainty
[56:15] in the next riskiest risk.
[56:17] And sometimes new
risky risks show up.
[56:19] And you do this iteratively.
[56:20] So that's how I
would think of it is.
[56:21] I can't give you a complete set.
[56:24] But you should be able to rank
your risks by how critical it
[56:29] is that you be.
[56:30] And in fact, if I'm
guessing you could
[56:32] go to one of these reasoning
models like OpenAI.
[56:35] Like now, I would
have said o3, but now
[56:37] it's chat, it's GPT-5 Thinking
mode and ask it, here's my idea.
[56:43] What are the big risks that I
should be asking what if machine
[56:47] and see what it comes up with.
[56:48] I bet it'll have
some decent ideas.
[56:53] So next one, does
the LLM bias changed
[56:57] the bias of the agent over time?
[56:59] For example, I'm
wondering if LLM
[57:02] instilled values changed
the agent's biases
[57:05] when the simulations--
[57:06] sorry, when the simulation goes
longer due to a larger chance
[57:10] of hallucination or value bias?
[57:13] Yeah, so there are two
questions embedded there.
[57:15] One is does the LLM bias
influence the agent's behavior.
[57:19] And for that, the
answer is likely yes.
[57:23] And we saw the evidence of that
in how difficult it was to--
[57:31] the far right conservatives
were harder to model.
[57:33] That's, I think, in part
because the model is,
[57:36] trying to not be racist
and sexist and so on.
[57:40] But your question
was about long term.
[57:42] I actually think that the bias,
the bias that will play out
[57:45] over long term is more likely
to be a sort of conflict
[57:49] avoidance like these.
[57:50] ChatGPT tries to be
helpful and harmless.
[57:53] And so I don't know if you
saw in the conversations
[57:55] in the demos, the agents were
all very pleasant to each other.
[57:58] They didn't get into fistfights.
[58:00] And so I would expect that
what's going to happen over time
[58:05] is we're going to run into
a barrier at some point
[58:10] where the big models
like GPT-5, and so on,
[58:13] have been trained
to do math tasks
[58:16] and to do be helpful
smart assistants,
[58:18] but that makes
them less and less
[58:20] accurate at replicating people.
[58:22] And what we'll need to do
is train separate AI models
[58:25] that are specifically
fine-tuned to be
[58:27] better reflections of people.
[58:29] And in fact, my lab at Stanford
has been doing research
[58:31] on exactly this.
[58:32] There was a recent paper
in Nature actually,
[58:34] that someone else did
called Centaur that was
[58:38] doing this in the psych space.
[58:39] I think that's going to
be the next generation is
[58:42] AI models that are specifically
trained to be like people,
[58:46] not just trying to kludge it
on top of Claude or GPT-5.
[58:55] So we have time for
one last question.
[58:58] So let's do "what's this."
[59:01] So what's this what-if machine
versus scenario analysis?
[59:07] I mean, I think what-if
machine is my goal.
[59:09] It's what I'm trying to create.
[59:10] Scenario analysis is a
more structured strategy.
[59:16] It's a process
that you can follow
[59:18] to try and answer questions.
[59:20] In my head, a what-if machine
becomes a tool you can do
[59:23] can use to perform scenario
analysis faster and more
[59:27] effectively.
[59:31] OK, so we've come to
the end of our session,
[59:34] and I don't know about you,
but certainly, time flew by.
[59:37] So thank you all
for joining us today
[59:39] for this insightful session
from Stanford Online.
[59:42] We hope it sparked
valuable ideas
[59:45] on how AI agents are reshaping
organizational leadership.
[59:49] And thank you,
Professor Bernstein,
[59:50] for being with us today
and for your time.
[59:53] If you want to take the
next step and keep learning,
[59:56] Professor Michael leads
the online course UI/UX
[59:59] for AI Products.
[60:00] Discover real world use
cases practical strategies
[60:03] on how to create positive
experience powered by AI.
[60:07] If you have any further
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[60:10] you like to explore how this
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[60:12] goals, please feel
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[60:14] to schedule a call with
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[60:18] Once again, we appreciate
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[60:20] and we look forward to welcoming
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[60:23] learning experience.
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[60:26] Cheers.
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