Generative Modeling of Individual Behavior at Scale
Nabil Omi, Lucas Caccia, Anurag Sarkar, Jordan T. Ash, Siddhartha Sen
TL;DR
The paper tackles the challenge of modeling human behavior at the individual level at scale. It introduces a multitask framework using parameter-efficient fine-tuning with modular adapters (LoRA) and a routing mechanism to learn per-player style vectors that generate actions in each player's style. The approach yields scalable behavioral stylometry, competitive per-player move generation, and the ability to interpolate and steer new styles, with demonstrated results in chess, Rocket League, and even image generation. This work enables personalized AI partners and interpretable, controllable agent behavior, with broad applicability beyond gaming to diffusion-based image editing. The findings show strong stylometry accuracy, efficient per-player generation, and a generalizable methodology for learning and manipulating individual behavior representations.
Abstract
There has been a growing interest in using AI to model human behavior, particularly in domains where humans interact with this technology. While most existing work models human behavior at an aggregate level, our goal is to model behavior at the individual level. Recent approaches to behavioral stylometry -- or the task of identifying a person from their actions alone -- have shown promise in domains like chess, but these approaches are either not scalable (e.g., fine-tune a separate model for each person) or not generative, in that they cannot generate actions. We address these limitations by framing behavioral stylometry as a multi-task learning problem -- where each task represents a distinct person -- and use parameter-efficient fine-tuning (PEFT) methods to learn an explicit style vector for each person. Style vectors are generative: they selectively activate shared "skill" parameters to generate actions in the style of each person. They also induce a latent space that we can interpret and manipulate algorithmically. In particular, we develop a general technique for style steering that allows us to steer a player's style vector towards a desired property. We apply our approach to two very different games, at unprecedented scales: chess (47,864 players) and Rocket League (2,000 players). We also show generality beyond gaming by applying our method to image generation, where we learn style vectors for 10,177 celebrities and use these vectors to steer their images.
