ResearchResearch paperLarge Language Models · Multimodal Models1 source · Oct 12, 2026

The Curse of Knowledge in Role-Playing Language Models

Role-playing language models speak as characters in games and agent simulations, where the system records what each character can hear, see and understand.

Key points

  • We test whether characters respect these boundaries in 480 scenes, each with a counterfactual twin that changes only the hidden fact, so mentions of the twin's fact measure guessing.
  • Across 11 open-weight models, characters use content from speech they cannot understand or hear at 67 and 72 percentage points (pp) above this baseline, although most models correctly state what the character perceives.
  • This is a curse of knowledge.
  • Giving models only what the character observes stops the leak without hiding what it may report.

Sources (1)

  • [1]The Curse of Knowledge in Role-Playing Language Models
    arXiv (AI, ML, NLP, CV, robotics, multi-agent) · Oct 12, 07:37 PM
    Role-playing language models speak as characters in games and agent simulations, where the system records what each character can hear, see and understand.
    We test whether characters respect these boundaries in 480 scenes, each with a counterfactual twin that changes only the hidden fact, so mentions of the twin's fact measure guessing.

Extractive summary: sentences quoted from the sources.

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