# PERSONAWEAVER: Controllable Diversity Beyond Conventional Archetypes in Procedural Character Generation

arXiv: https://arxiv.org/abs/2609.26629 · HTML: https://mlsanity.com/paper/2609.26629/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 11 of its 19 references that are in the map.
- First posted on arXiv 22 Sep 2026.

## Builds on (most cited first, 11 of 11)

- [GPT-4 Technical Report](https://mlsanity.com/paper/2303.08774/) (2023)
- [Training language models to follow instructions with human feedback](https://mlsanity.com/paper/2203.02155/) (2022)
- [Qwen3 Technical Report](https://mlsanity.com/paper/2505.09388/) (2025)
- [Generative Agents: Interactive Simulacra of Human Behavior](https://mlsanity.com/paper/2304.03442/) (2023)
- [Scaling Synthetic Data Creation with 1,000,000,000 Personas](https://mlsanity.com/paper/2406.20094/) (2024)
- [Character-LLM: A Trainable Agent for Role-Playing](https://mlsanity.com/paper/2310.10158/) (2023)
- [Social Chemistry 101: Learning to Reason about Social and Moral Norms](https://mlsanity.com/paper/2011.00620/) (2020)
- [Marked Personas: Using Natural Language Prompts to Measure Stereotypes in Language Models](https://mlsanity.com/paper/2305.18189/) (2023)
- [The Second Conversational Intelligence Challenge (ConvAI2)](https://mlsanity.com/paper/1902.00098/) (2019)
- [Large language models that replace human participants can harmfully misportray and flatten identity groups](https://mlsanity.com/paper/2402.01908/) (2024)
- [Vision-Language Models Generate More Homogeneous Stories for Phenotypically Black Individuals](https://mlsanity.com/paper/2412.09668/) (2024)

## Abstract (arXiv)

Procedural character generation aims to populate games, simulations, and other virtual worlds with diverse characters. Large language models (LLMs) offer a promising foundation for scaling this task. However, LLM-based procedural character generation remains at an early stage: existing methods either generate characters directly or adapt profiles retrieved from persona banks. As we show, both approaches produce behaviorally homogeneous populations: characters overwhelmingly agree with positive moral norms and respond to questions with helpful, assistant-like reactions. To mitigate this homogenization, we introduce PersonaWeaver, which disentangles world building from behavioral specification and models behavior through setting general, diverse, manually curated banks of moral positions and conversational reactions. This design allows us to test how far LLM(s) can be pushed beyond their default behavioral patterns across settings. Across ten realistic and fantastical settings and three LLM(s), PersonaWeaver produces broader moral and interactional response distributions than prior work. Its guidance also diversifies interpersonal language, response length, and sentiment. It also produces less archetypal combinations of world attributes. Code is available at https://github.com/mqraitem/PersonaWeaver.
