arXiv:2502.01587cs.GTcs.AI2025-02被引 6

用大模型实现自然语言下的说服策略设计,让机器学会说人话来影响决策。

Verbalized Bayesian Persuasion

  • 将贝叶斯说服转化为语言对话形式的博弈,用大模型扮演发送者和接收者。
  • 在推荐信、法庭辩论等场景中验证了理论结果并发现有效说服策略。
  • 适合研究人机对话、信息设计与大模型行为控制的学者和工程师。

信息设计(ID)研究发送者如何通过信息结构影响接收者的最优行为以达成特定目标。尽管源自日常人际沟通,现有博弈论与机器学习方法常将信息结构建模为数值,限制了其在真实世界游戏中的应用。本文首次引入大模型,提出一种语言化贝叶斯说服(Verbalized Bayesian Persuasion)框架,将经典贝叶斯说服扩展至涉及人类对话的真实场景。具体地,我们将该问题建模为一个语言中介增强的扩展型博弈,由大模型实例化发送者与接收者。为高效求解该语言博弈,我们提出一种结合大模型与博弈求解器的广义均衡求解算法,并引入语言化承诺假设、语言化服从约束及信息模糊化等技术进行强化。在推荐信、法庭互动和执法等对话场景中的数值实验表明,该框架不仅能复现经典贝叶斯说服的理论结果,还能在更复杂的自然语言与多阶段场景中发现有效的说服策略。

原文摘要 · Abstract (English)

Information design (ID) explores how a sender influence the optimal behavior of receivers to achieve specific objectives. While ID originates from everyday human communication, existing game-theoretic and machine learning methods often model information structures as numbers, which limits many applications to toy games. This work leverages LLMs and proposes a verbalized framework in Bayesian persuasion (BP), which extends classic BP to real-world games involving human dialogues for the first time. Specifically, we map the BP to a verbalized mediator-augmented extensive-form game, where LLMs instantiate the sender and receiver. To efficiently solve the verbalized game, we propose a generalized equilibrium-finding algorithm combining LLM and game solver. The algorithm is reinforced with techniques including verbalized commitment assumptions, verbalized obedience constraints, and information obfuscation. Numerical experiments in dialogue scenarios, such as recommendation letters, courtroom interactions, and law enforcement, validate that our framework can both reproduce theoretical results in classic BP and discover effective persuasion strategies in more complex natural language and multi-stage scenarios.

信息设计大模型对话博弈贝叶斯说服

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