arXiv:2601.03396cs.CL2026-01

让AI角色更真实:打破千篇一律的对话模式

Breaking the Assistant Mold: Modeling Behavioral Variation in LLM Based Procedural Character Generation

  • 分离角色设定与行为模式,实现多样人格生成
  • 生成角色在道德立场和互动风格上差异明显
  • 适合游戏剧情、虚拟角色等需要个性化的场景

程序化内容生成已广泛应用于虚拟世界的关卡、地图和任务设计,但大规模角色生成仍处于探索阶段。现有方法存在两种对齐偏差:一是正向道德偏差,角色统一持赞同态度(如始终认为说谎是错误的);二是助手机器偏差,角色总是直接回答问题(如从不拒绝或回避)。这些倾向虽适合指令遵循系统,却削弱了戏剧张力,导致角色过于可预测,根源在于最大似然训练和助手微调。为此,我们提出PersonaWeaver框架,将世界观构建(角色身份、人口统计)与行为构建(道德立场、交互风格)解耦,生成具有更丰富反应和道德立场的角色,同时在表达风格如长度、语气和标点上呈现二级多样性。代码已开源。

原文摘要 · Abstract (English)

Procedural content generation has enabled vast virtual worlds through levels, maps, and quests, but large-scale character generation remains underexplored. We identify two alignment-induced biases in existing methods: a positive moral bias, where characters uniformly adopt agreeable stances (e.g. always saying lying is bad), and a helpful assistant bias, where characters invariably answer questions directly (e.g. never refusing or deflecting). While such tendencies suit instruction-following systems, they suppress dramatic tension and yield predictable characters, stemming from maximum likelihood training and assistant fine-tuning. To address this, we introduce PersonaWeaver, a framework that disentangles world-building (roles, demographics) from behavioral-building (moral stances, interactional styles), yielding characters with more diverse reactions and moral stances, as well as second-order diversity in stylistic markers like length, tone, and punctuation. Code: https://github.com/mqraitem/Persona-Weaver

角色生成LLM多样性

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