Simulating Organized Group Behavior: New Framework, Benchmark, and Analysis
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Abstract (arXiv)
Simulating how organized groups (e.g., corporations) make decisions (e.g., responding to a competitor's move) is essential for understanding real-world dynamics and could benefit relevant applications (e.g., market prediction). In this paper, we formalize this problem as a concrete research platform for group behavior understanding, providing: (1) a task formalization with benchmark and evaluation criteria, (2) a structured and adaptive analytical framework, and (3) detailed temporal and cross-group analysis. Specifically, we propose Organized Group Behavior Simulation, a task that models organized groups as collective entities from a practical perspective: given a group facing a particular situation (e.g., AI Boom), predict the decision it would take. To support this task, we present GROVE (GRoup Organizational BehaVior Evaluation), a benchmark covering 44 organized groups with 8,052 real-world context-decision pairs collected from Wikipedia and TechCrunch across 9 domains, with an end-to-end evaluation protocol assessing consistency, initiative, scope, magnitude, and horizon. Beyond straightforward prompting pipelines, we propose a structured analytical framework that converts collective decision-making events into an interpretable, adaptive, and traceable behavioral model, achieving stronger performance than summarization- and retrieval-based baselines. It further introduces an adapter mechanism for time-aware evolution and group-aware transfer, and traceable evidence nodes grounding each decision rule in originating historical events. Our analysis reveals temporal behavioral drift within individual groups, which the time-aware adapter effectively captures for stronger prediction, and structured cross-group similarity that enables knowledge transfer for data-scarce organizations.
Key facts. No citing papers in the map yet (data through 7 Oct 2026). Builds on 9 of its 29 references that are in the map. First posted on arXiv 10 Apr 2026.
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References · 9
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- 2023Generative Agents: Interactive Simulacra of Human Behaviorcited by 3,500
- 2025AgentSociety: Large-Scale Simulation of LLM-Driven Generative Agents Advances Understanding of Human Behaviors and Societycited by 180
- 2024Evaluating Character Understanding of Large Language Models via Character Profiling from Fictional Workscited by 38
- 2024Simulating The U.S. Senate: An LLM-Driven Agent Approach to Modeling Legislative Behavior and Bipartisanshipcited by 9
- 2026Deriving Character Logic from Storyline as Codified Decision Treescited by 3
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