# Modeling Human Behavior with Type Vectors Using AI

arXiv: https://arxiv.org/abs/2608.18265 · HTML: https://mlsanity.com/paper/2608.18265/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 8 of its 60 references that are in the map.
- First posted on arXiv 18 Aug 2026.

## Builds on (most cited first, 8 of 8)

- [Evaluating the World Model Implicit in a Generative Model](https://mlsanity.com/paper/2406.03689/) (2024)
- [Large Language Models: An Applied Econometric Framework](https://mlsanity.com/paper/2412.07031/) (2024)
- [This human study did not involve human subjects: Validating LLM simulations as behavioral evidence](https://mlsanity.com/paper/2602.15785/) (2026)
- [Designing AI-Agents with Personalities: A Psychometric Approach](https://mlsanity.com/paper/2410.19238/) (2024)
- [Strategic Tradeoffs Between Humans and AI in Multi-Agent Bargaining](https://mlsanity.com/paper/2509.09071/) (2025)
- [Digital Twins as Funhouse Mirrors: Five Key Distortions](https://mlsanity.com/paper/2509.19088/) (2025)
- [Using Large Language Models to Categorize Strategic Situations and Decipher Motivations Behind Human Behaviors](https://mlsanity.com/paper/2503.15752/) (2025)
- [How Well Do LLMs Predict Human Behavior? A Measure of their Pretrained Knowledge](https://mlsanity.com/paper/2601.12343/) (2026)

## Abstract (arXiv)

We introduce a general, easy-to-implement AI-based modeling technique for analyzing human behavior. A key feature of this approach, which contrasts with existing modeling techniques, is that it combines the flexibility and interpretability of natural language with a mathematical structure that can be fitted to data and easily analyzed. We assign a large language model a vector of trait intensities-a type vector-and then ask it to choose actions across settings in which we observe human choices. For instance, the type vector (2,4) could correspond to "You are a player characterized by the following profile: Altruism: 2 out of 5, Risk Aversion: 4 out of 5," after which it is asked to make choices. We can then vary the traits (e.g., Altruism, Fairness, Trust,...) and values (e.g., 1-5) to minimize distance to human choices. We illustrate the method by applying it to model 119,147 decisions made by 78,657 subjects from more than 35 countries across 10 classic economic game roles. We find that human behavior can be closely matched using three dimensions: Risk Aversion, Strategic Sophistication, and Trust. The type vectors needed to fit individuals across games cluster into fewer than a dozen groups, with substantial variation in fit across subjects. Moreover, the individual type vectors can predict behavior in held-out games with different rules and available actions. More broadly, this new modeling method is highly generalizable and interpretable: we can input any vector of traits and use them to model behavior across any setting
