# Predicting Decisions of AI Agents from Limited Interaction through Text-Tabular Modeling

> The LLM-as-Observer method, which uses a small frozen LLM's hidden states as features for a tabular predictor, outperforms direct prompting of a large LLM in predicting an unknown AI agent's decisions from limited interaction.

- **Source:** [arXiv](https://arxiv.org/abs/2605.12411)
- **Published:** 2026-05-15
- **Permalink:** https://picx.dev/p/PL3DEs
- **Whiteboard:** https://picx.dev/p/PL3DEs/image

## Summary

# Summary of "Predicting Decisions of AI Agents from Limited Interaction through Text-Tabular Modeling"

## Summary (Overview)
*   **Problem Formulation:** The paper frames the problem of predicting an unfamiliar AI agent's next decision (e.g., in negotiation) as a **target-adaptive text-tabular prediction** task, where each decision point is a row combining structured game state, offer history, and dialogue text.
*   **Key Method:** Introduces **LLM-as-Observer**, a novel feature block where a small, frozen LLM reads the public interaction state; its hidden state (not its answer) is used as a decision-oriented feature for a downstream tabular foundation model (TabPFN).
*   **Core Finding:** The full text-tabular model, combining game features, text embeddings, and Observer hidden states, **outperforms direct prompting of a large frontier LLM (LLM-as-Predictor)** and a strong game+text baseline. Observer hidden states provide complementary predictive signal not reliably surfaced by direct prompting.
*   **Empirical Validation:** Demonstrates **cross-population transfer**—training on a source population of 13 agents varying by underlying LLM and testing on a held-out target population of 91 scaffolded agents (varying by prompts and logic). At K=16 adaptation games, Observer features improve response-prediction AUC by ~4 points and reduce bargaining offer-prediction error by 14%.
*   **Architectural Insight:** The predictive signal resides in the LLM's **hidden state representations**, not its direct output logits. Using the LLM as an encoder and a tabular model as the adapter is more effective than using the LLM as the final few-shot predictor.

## Introduction and Theoretical Foundation
AI agents increasingly engage in language-mediated commerce (e.g., buyer bots negotiating with unknown sellers). In these interactions, the counterpart's internal logic (LLM, prompts, control rules) is hidden, yet each decision has consequences. The paper asks: **Can an agent predict an unfamiliar counterpart's next decision from only a few prior interactions?**

To study this systematically, the authors use controlled **bargaining and negotiation games** from the GLEE framework, which preserve key elements like private valuations, monetary payoffs, multi-turn offers, and free-text dialogue. The prediction target is an individual **target agent**. The predictor is given `K` complete prior games from that same agent as labeled adaptation examples and must predict its next move in a new game. Two complementary tasks are studied (see Figure 1):
1.  **Response Prediction (Classification):** Will the target accept the current offer?
2.  **Proposal Prediction (Regression):** If the target rejects, what offer will it propose next?

The theoretical foundation bridges several areas:
*   **Opponent Modeling & Ad-hoc Teamwork:** Classical work on predicting behavior from limited histories, but adapted for open-ended LLM-based agents.
*   **LLMs as Strategic Agents:** Prior work characterizes population-level behavior; this work focuses on per-agent prediction.
*   **Multi-modal Text–Tabular Learning:** The task naturally combines structured game variables with free-form dialogue text.
*   **Frozen LM Representations as Features:** Leverages the insight that intermediate hidden states of frozen language models can encode task-relevant signals not captured in their final outputs.

## Methodology
The core methodology is **target-adaptive text-tabular prediction**. The predictor is a tabular foundation model (TabPFN) that conditions on a large source population of labeled decisions *and* the `K` labeled games from the current target agent.

### Feature Modalities
Each decision point is represented as a multimodal row with three feature blocks (see Figure 4):
1.  **Game-State Features:** Structured variables like public configuration, round number, current offer, previous offers/decisions, discount factors, and valuations.
2.  **Dialogue Representation:** The dialogue history is encoded using a sentence encoder (`all-MiniLM-L6-v2`) and reduced via PCA to 5 dimensions.
3.  **LLM-as-Observer Representation:** A **small frozen LLM** (e.g., Gemma-2-2B, ~2B params) reads the public decision-time state and dialogue. It is prompted toward the target's decision (e.g., suffix `{"decision": "`), but its **direct answer is discarded**. Instead, a hidden state from its mid-to-late layers (relative depth 0.6–0.9) is extracted and used as an additional feature vector. This treats the LLM as a **decision-oriented encoder**.

### Prediction Model and Baselines
*   **Tabular Predictor:** TabPFN v2.6 is used in classification (response) or regression (proposal) mode. It is conditioned on source population rows and the target's `K` rows. An **agent-identity indicator** (one-hot) helps the model distinguish between source and target data.
*   **Baselines for Comparison:**
    *   **Game+Text Features:** The tabular model using only game-state features and dialogue representation (no Observer).
    *   **LLM-as-Predictor:** Directly prompts a large frontier LLM (Gemini 2.5 Flash) with the current game state, dialogue, and the target's `K` past games, asking it to predict the decision. This is the natural few-shot prompting alternative.

### Data and Evaluation Protocol
Two agent populations are used (see Table 1):
*   **Source Population (Training):** The 13-agent **GLEE frontier-LLM tournament**, where agents vary *only* in the underlying LLM (Claude, GPT, Gemini, etc.).
*   **Target Population (Held-out Test):** A new **91-agent university hackathon dataset**, where agents share the same underlying LLM (Gemini 2.5 Flash) but vary in **scaffolding** (prompts, control logic, rule-based fallbacks).

**Evaluation:** Cross-population transfer. Train on the source population, test on each held-out hackathon agent. For each target, sample `K ∈ {0, 2, 4, 8, 16}` games as adaptation examples. Metrics: AUC for response prediction, R² for proposal prediction (on normalized offers).

## Empirical Validation / Results
The main results are from the cross-population transfer experiment (Table 2).

### Response Prediction (AUC)
*   The **LLM-as-Observer** model consistently outperforms both baselines across all `K` and both game families.
*   At `K=16`, the best Observer model improves AUC by:
    *   **+4.0 percentage points (pp)** over the Game+Text baseline in Bargaining.
    *   **+6.1 pp** over the LLM-as-Predictor in Bargaining.
    *   **+4.9 pp** over the Game+Text baseline in Negotiation.
    *   **+6.7 pp** over the LLM-as-Predictor in Negotiation.
*   LLM-as-Predictor, despite using a much larger model, is consistently weaker.

### Proposal Prediction (R²)
*   In **Bargaining**, Observer features provide a clear improvement over the Game+Text baseline across all `K`. Using the Gemma-2-2B Observer at `K=16`:
    $$ \text{Median } R^2_{\text{Observer}} = 0.676 \quad \text{vs.} \quad \text{Median } R^2_{\text{Game+Text}} = 0.622 $$
    This corresponds to reducing the typical one-offer prediction error on a $10,000 split from **$552 to $473, a 14% reduction**.
*   In **Negotiation**, the Game+Text baseline is already very strong at high `K` (`R² = 0.857`), and Observer features do not provide a clear additional gain.
*   **LLM-as-Predictor performs poorly** at numerical regression, often yielding negative R² values, showing autoregressive token decoding is poorly suited for calibrated regression.

### Ablation and Robustness Analysis
**Feature Hierarchy (Table 3):** An ablation study at `K=16` shows:
*   **Game features are essential.** Removing them causes the largest performance drop.
*   **Observer features are highly valuable.** Removing them hurts performance, especially in bargaining.
*   **Text embeddings become redundant** once Observer features are added, suggesting the Observer captures the decision-relevant linguistic signal more effectively.

**Hidden States vs. Direct Output (Appendix E):** A key finding is that the **Observer's hidden states are far more predictive than its direct output logits** (`p(accept)`). Adding logits to the Game+Text baseline provides minimal gain, while adding hidden states provides a substantial boost. This holds across different Observer LLM providers (Gemma, Qwen3, Llama).

**Layer Stability (Figure 3):** The performance gain from Observer features is stable across **mid-to-late layers** (relative depth 0.6–0.9), not dependent on a single tuned layer.

## Theoretical and Practical Implications
*   **Theoretical Implication:** The paper demonstrates that **frozen LLM hidden states encode decision-relevant strategic signals** that are not reliably extracted via direct prompting. This supports and extends probing literature into a dynamic, strategic domain.
*   **Methodological Implication:** It establishes **target-adaptive text-tabular learning** as a superior framework over direct few-shot LLM prediction for this problem. Separating representation (LLM-as-Observer) from adaptation (tabular learner) is more effective than asking an LLM to perform both roles.
*   **Practical Implication:** The approach enables **effective adaptation to newly encountered, engineered AI agents** (varying in scaffolding) based on a model trained on a different axis of variation (underlying LLM). This is relevant for real-world deployment where agents are black-box.
*   **Efficiency:** The method is **computationally cheaper** at inference than repeatedly calling a large frontier LLM, as it uses a small frozen LLM for feature extraction and a lightweight tabular model.

## Conclusion
The paper presents a framework for predicting decisions of unfamiliar language-based AI agents. The core recipe is: **separate representation from adaptation**.

1.  Use **structured game features** for the strategic backbone.
2.  Use an **LLM-as-Observer** to extract decision-oriented representations from the public state and dialogue.
3.  Let a **tabular foundation model** perform the actual prediction, adapting by conditioning on a source population and the target's few observed games.

This formulation outperforms direct LLM prompting. The **Observer's hidden states provide complementary predictive signal**, especially for response prediction and in bargaining where language interpretation is key. The cross-population evaluation shows the method can transfer from agents varying in LLM to agents varying in scaffolding.

**Future Directions & Limitations:**
*   Extending the approach to more complex, real-world market interactions beyond controlled games.
*   Exploring online adaptation where the predictor updates continuously.
*   The method assumes access to a relevant source population for training.
*   The Observer's contribution is task-dependent (stronger for response prediction and bargaining).

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