# Personality-Aware Reinforcement Learning for Persuasive Dialogue with LLM-Driven Simulation

arXiv: https://arxiv.org/abs/2601.06877 · HTML: https://mlsanity.com/paper/2601.06877/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 18 of its 31 references that are in the map.
- First posted on arXiv 11 Jan 2026.

## Builds on (most cited first, 18 of 18)

- [Training language models to follow instructions with human feedback](https://mlsanity.com/paper/2203.02155/) (2022)
- [Sentence-BERT: Sentence Embeddings using Siamese BERT-Networks](https://mlsanity.com/paper/1908.10084/) (2019)
- [Generative Agents: Interactive Simulacra of Human Behavior](https://mlsanity.com/paper/2304.03442/) (2023)
- [DeBERTa: Decoding-enhanced BERT with Disentangled Attention](https://mlsanity.com/paper/2006.03654/) (2020)
- [Sigmoid-Weighted Linear Units for Neural Network Function Approximation in Reinforcement Learning](https://mlsanity.com/paper/1702.03118/) (2017)
- [A Persona-Based Neural Conversation Model](https://mlsanity.com/paper/1603.06155/) (2016)
- [Persuasion for Good: Towards a Personalized Persuasive Dialogue System for Social Good](https://mlsanity.com/paper/1906.06725/) (2019)
- [Jina Embeddings 2: 8192-Token General-Purpose Text Embeddings for Long Documents](https://mlsanity.com/paper/2310.19923/) (2023)
- [Simulating User Satisfaction for the Evaluation of Task-oriented Dialogue Systems](https://mlsanity.com/paper/2105.03748/) (2021)
- [A Survey on Recent Advances and Challenges in Reinforcement Learning Methods for Task-Oriented Dialogue Policy Learning](https://mlsanity.com/paper/2202.13675/) (2022)
- [On-line Active Reward Learning for Policy Optimisation in Spoken Dialogue Systems](https://mlsanity.com/paper/1605.07669/) (2016)
- [Personalized Dialogue Generation with Persona-Adaptive Attention](https://mlsanity.com/paper/2210.15088/) (2022)
- [Enhancing Personalized Dialogue Generation with Contrastive Latent Variables: Combining Sparse and Dense Persona](https://mlsanity.com/paper/2305.11482/) (2023)
- [A Personalized Dialogue Generator with Implicit User Persona Detection](https://mlsanity.com/paper/2204.07372/) (2022)
- [Learning to Predict Persona Information forDialogue Personalization without Explicit Persona Description](https://mlsanity.com/paper/2111.15093/) (2021)
- [Counterfactual Reasoning Using Predicted Latent Personality Dimensions for Optimizing Persuasion Outcome](https://mlsanity.com/paper/2404.13792/) (2024)
- [Causal Discovery and Counterfactual Reasoning to Optimize Persuasive Dialogue Policies](https://mlsanity.com/paper/2503.16544/) (2025)
- [Generative Framework for Personalized Persuasion: Inferring Causal, Counterfactual, and Latent Knowledge](https://mlsanity.com/paper/2504.13904/) (2025)

## Abstract (arXiv)

Effective persuasive dialogue agents adapt their strategies to individual users, accounting for the evolution of their psychological states and intentions throughout conversations. We present a personality-aware reinforcement learning approach comprising three main modules: (1) a Strategy-Oriented Interaction Framework, which serves as an agenda-based strategy controller that selects strategy-level actions and generate responses via Maximal Marginal Relevance (MMR) retrieval to ensure contextual relevance, diversity, and scalable data generation; (2) Personality-Aware User Representation Learning, which produces an 81-dimensional mixed-type embedding predicted at each turn from recent exchanges and appended to the reinforcement learning state; and (3) a Dueling Double DQN (D3QN) model and Reward Prediction, in which the policy is conditioned on dialogue history and turn-level personality estimates and trained using a composite reward incorporating agreement intent, donation amount, and changeof-mind penalties. We use an agenda-based LLM simulation pipeline to generate diverse interactions, from which personality estimation is inferred from the generated utterances. Experiments on the PersuasionForGood (P4G) dataset augmented with simulated dialogues reveal three main findings: (i) turn-level personality conditioning improves policy adaptability and cumulative persuasion rewards; (ii) LLM-driven simulation enhances generalization to unseen user behaviors; and (iii) incorporating a change-of-mind penalty reduces post-agreement retractions while slightly improving donation outcomes. These results demonstrate that structured interaction, dynamic personality estimation, and behaviorally informed rewards together yield more effective persuasive policies.
