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Thomas L. Griffiths

Publications and source records attributed to Thomas L. Griffiths.

At least 19 recordsLinked to original sources

The Memory Trap: Language Agents Overgeneralize from Benign Interactions

Language agents increasingly use persistent memory to record user preferences and procedures across sessions. We show that memory from benign interactions can cause unsafe or unreliable behavior on later tasks. We call this failure the memory trap. To study this issue, we compare behavior in sessions with and without memory across six frontier models (including Claude Sonnet, Opus, and Fable models and GPT-5.6). We evaluate these models in a range of settings. First, in autonomy experiments, we find that requests to skip confirmation during low-stakes coding chores lead agents to skip confirmation and verification on simulated high-stakes tasks in both coding and everyday life. We next study memories formed when users seek emotional support, or describe harm from uncritical feedback, and find these memories bias later judgments of mathematical work, arguments, and poems toward sycophancy or over-critique (respectively). Memory notes written during legitimate stale-test repairs lead agents to weaken correct tests that catch broken safeguards; these memories also increase cheating on ImpossibleBench, with larger increases for stronger Sonnet and Opus models. We show that memory traps can arise both from overgeneralizations in memory writing, and when acting on memory. These findings demonstrate that even benign interactions can lead to serious risks from memory systems, and thus motivate the need for new research into ensuring that agents preserve the scope of their memories.

cs.CL↗

DiG-bench: Discovery in Games

Discovery---formulating novel generalizations---is a central part of the scientific process. Despite its importance, there is a gap in the current AI benchmark landscape, with few benchmarks directly probing the capacity for discovering new knowledge with experimentation in controlled environments where the objective is unknown. To address this gap, we release a new benchmark: DiG-bench (Discovery in Games). DiG-bench consists of a set of 70 independent games. Each game is encoded as a short string and has unique transformation rules that must be discovered through interaction and experimentation. The levels of the game present a series of challenges to test whether the rules have been discovered, where the win conditions for each level are also unknown. We provide games at seven tiers of difficulty for AI agents. The lowest tier is routinely solvable by multiple models, while the highest tier challenges the best models in agentic harnesses. All 70 games were solved by at least one human on first attempt. A subset of 21 games is released publicly, and the remainder is held private for secure evaluation.

cs.AI↗

Measuring Combinatorial Creativity in Large Language Models and Humans

Combinatorial creativity, the process of combining familiar ideas in unfamiliar ways, is one of the foremost engines of scientific, technological, and artistic progress. This work introduces Kombine, an LLM benchmark for combinatorial creativity tasking models to discover surprising, original, and useful associations, analogies, and blends between unrelated entities, and to use those analogies and blends to invent novel concepts by re-combining the parts of existing ones. In a large-scale study across 35 LLMs, we find that: (1) LLMs are 10-16 percentage points better at discovering associations and analogies than blends, and (2) exhibit an abstraction bottleneck on blending, in which even frontier LLMs struggle to find a shared abstraction between inputs and instantiate a coherent blended space. (3) LLMs also exhibit inventive homogeneity, in which one in five concepts invented for a given item reuses properties invented by another model. Moreover, (4) models are $14\times$ more likely to reuse other invented properties on blends than analogies, and (5) models from the same provider are $2.3\times$ more likely to reuse properties than those from different providers. Next, in a comparative study involving 75 humans on the same tasks, we find that (6) humans score below nearly every LLM on each task and (7) both humans and LLMs find blending most difficult, but association is easier than analogy for LLMs, while analogy is easier than association for humans. Lastly, (8) humans and LLMs access distinct regions of semantic space on each task, suggesting that combinatorial creativity could benefit from systematic human-AI collaboration to enhance conceptual diversity. In summary, we provide a framework to assess progress towards LLMs, AI systems, and human-AI collaborations more broadly, that can elicit combinatorial creativity in a setting relevant to scientific and technological innovation.

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How does Adversarial Influence Scale in Multi-Agent Systems?

Multi-agent deliberation can improve performance, but what happens when some agents do not act in good faith? In practice, an agent may be deceptive and work to subvert the group, whether through its own objectives or external instruction. We study how susceptibility to deception scales as groups increase in size and deceivers become more prevalent. It is not the number of agents in the group that matters, but the proportion of deceivers. We observe that the defection rate, how often initially correct agents switch to an incorrect final answer, rises linearly with this proportion. Whereas humans in comparable conformity studies are reliably swayed only when misleading confederates form a majority, LLM agents defect regularly even when deceivers remain a minority. Susceptibility also depends on which models are interacting, especially on the honest agent side. Unexpectedly, allowing deceivers to coordinate privately can make them less effective. Altogether, our results show that adding more agents is therefore not a sufficient defense, because the adversary can simply scale with the group.

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Process Matters more than Output for Distinguishing Humans from Machines

Reliable human-machine discrimination is becoming increasingly important as Large Language Models and autonomous agents are deployed in online settings. Existing approaches evaluate whether a system can produce responses indistinguishable from those of a human. This approach follows the focus on the output of a machine, as suggested by Alan Turing. Cognitive science provides an alternative approach: considering the process by which that behavior is produced. To evaluate whether processes can reliably distinguish humans from machines, we introduce a process-based framework, the Process Turing Test, and evaluate it across a battery of cognitive tasks spanning decision-making, working memory, and planning. These tasks, such as mental rotation and sequence prediction, yield process-level measures complementing conventional measures of overall task performance. We also include multiple CAPTCHA tasks in the battery. Across the battery, process-level features provide substantially stronger discriminative signal than performance metrics alone, reliably distinguishing humans from agents even when task performance is matched (process-based classifier AUC = 0.88). We also conducted a controlled red-teaming study comparing off-the-shelf frontier agents (Claude Sonnet 4.5, GPT-5, Gemini 2.5 Pro), Centaur (LLM fine-tuned on 10.7M human decisions), and two task-specific fine-tuning methods: action-level supervised fine-tuning (A-SFT) and process-level fine-tuning (P-SFT), which directly optimizes process features. We find that broad fine-tuning on human choices makes task processes more human-like relative to off-the-shelf frontier agents, and task-specific P-SFT further improves human-like behavioral mimicry, though this advantage largely disappears under cross-task transfer. These results highlight process specification as a central bottleneck in achieving human-like cognitive processes in machines.

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CogGym: Towards Large-Scale Comparative Evaluation of Human and Machine Cognition

Understanding and modeling human intelligence are parallel goals shared by artificial intelligence (AI) and cognitive science. As AI systems grow increasingly capable, in what ways do model responses resemble human responses, and where do they systematically diverge? The sheer breadth and diversity of the tasks humans can perform and think about pose a challenge for scalable and rigorous comparison between humans and models. We introduce CogGym, a scalable, unified framework grounded in cognitive science for systematically comparing model and human behavior on matched experimental trials. CogGym uses a semi-automated, human-in-the-loop pipeline to standardize diverse experimental paradigms into a task-agnostic Experiment Markup Language (EML), enabling reproducible and faithful comparison at scale. For initial release, we curate and standardize 258 cognitive experiments from 100 papers that focuses on human commonsense reasoning, and evaluate 50 large language models against human responses. We find a clear scaling trend where larger and more recent AI models better reproduce human judgments. Yet AI models' improvement on such common reasoning tasks is considerably slower than the gains observed on formal-reasoning benchmarks like math and coding, and model--human fit remains well below human splithalf reliability ($R^2 = 0.93$ on text, $0.95$ on image, and $0.92$ on video) with the best models achieving $R^2 = 0.59$ on text, $0.58$ on image, and $0.43$ on video experiments. We intend for CogGym to provide a living evaluation framework that continually incorporates new cognitive science experiments to characterize where model behavior resembles human behavior, where it systematically diverges, and how those patterns change as models and experiments evolve.

cs.AI↗

Assessing the Effect of Cross-Domain Mapping on Creativity in Humans and Large Language Models

Creative ideas often arise by associating remote concepts. Can random associations reliably increase originality, and do they help humans and large language models (LLMs) in the same way? We asked human participants and seven LLMs to design products by drawing inspiration from a random source or addressing an unmet user need. Humans reliably benefited from cross-domain mappings, while LLMs generated more original ideas than humans but showed no overall benefit from the intervention, though this changed with semantic distance. More distant source-target pairings produced more original ideas in both humans and LLMs. Humans benefited at nearly any distance, while only the highest-rated LLMs benefited when the source was sufficiently remote. Humans and LLMs also used sources differently: humans tended to transfer surface features, while LLMs transferred structural and functional properties. These findings reveal the generative role of remote associations and systematic differences in how humans and AI respond to the same creativity intervention.

cs.AI↗

Sparks of In Silico Cognitive Science: Theories from Simulated Data Can Generalize to Humans

Behavioral foundation models have been proposed as stand-ins for human participants across settings, but it is unclear whether theories discovered on them generalize to humans or merely characterize the simulator. We ran the Automated Cognitive Scientist (\textsc{AutoCog}), a closed-loop discovery system in which LLM agents design theory-discriminating experiments, collect responses, arbitrate between competing theories, and synthesize successors, entirely on behavior simulated by Centaur, a foundation model of human behavior. In a multi-attribute decision-making setting, the theories \textsc{AutoCog} found on Centaur generalized to human data: they outperformed canonical theories on ten held-out experiments and were rivaled only by theories found by running the same loop on people. We argue that this succeeds despite the simulator's inevitable imperfections because a discovery loop that arbitrates between competing theories demands less of its simulator than estimation does. The simulator only needs to capture the regularities that distinguish the theories, and not necessarily reproduce behavior precisely. Imperfect simulators can therefore widen the search over theories, with human data then testing whether the surfaced theories generalize.

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Ads in AI Chatbots? An Analysis of How Large Language Models Navigate Conflicts of Interest

Large language models (LLMs) are trained to align with user preferences through methods like reinforcement learning. Yet models are beginning to be deployed not solely to satisfy users, but to generate revenue for the companies that created them through advertisements. This creates the potential for LLMs to face conflicts of interest, where the most beneficial response to a user may not be aligned with the company's incentives. For instance, a sponsored product may be more expensive but otherwise equal to another; here, what does (and should) the LLM recommend to the user? In this paper, we provide a framework for categorizing the ways in which conflicting incentives might change how LLMs interact with users, inspired by literature from linguistics and advertising regulation. We then present a suite of evaluations to examine how current models handle these tradeoffs. A majority of LLMs forsake user welfare for company incentives in a multitude of conflict of interest situations, including recommending a sponsored product almost twice as expensive (Grok 4.1 Fast, 83%), surfacing sponsored options to disrupt the purchasing process (GPT 5.1, 94%), and concealing prices in unfavorable comparisons (Qwen 3 Next, 24%). Behaviors vary strongly with levels of reasoning and users' inferred socio-economic status. Our results highlight some hidden risks to users that can emerge when companies begin to subtly incentivize advertisements in chatbots.

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Where did the ambiguity go? Examining how multimodal models interpret polysemous words

Human language is highly polysemous. Many common words (e.g., "bank" or "palm") carry several distinct meanings that shape what humans communicate and imagine. Large language models (LLMs) have been shown to understand this multiplicity of meaning, but much less is known about how polysemy surfaces in other modalities such as images. We study this across 17 text-to-image and 15 text-generation models by giving each a polysemous word with no context to fix its meaning and measuring which senses are produced over many samples. We find a clear multimodal gap, where within every model family, generated images settle on far fewer senses than generated sentences (normalized entropy 0.10 vs. 0.25), and both are far less varied than what people imagine for the same words (normalized entropy 0.47). However, when we instead ask a model to list how often it would generate outputs corresponding to each possible meaning of a word, it predicts distributions that are more diverse than the actual space of outputs. These results reveal a multimodal gap in how foundation models express meaning, and how their understanding may not transfer faithfully nor equally across modalities.

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On Benchmarking Human-Like Intelligence in Machines

Recent advances in Artificial Intelligence (AI) have yielded powerful computational models that, by learning from vast amounts of human-generated data, are increasingly posited as approximate models of human cognition. However, we argue that many current evaluation paradigms for AI are insufficient for assessing human-like cognitive capabilities in these models. We identify a set of key shortcomings: a lack of human-validated labels, inadequate representation of human response variability and uncertainty, and reliance on simplified and ecologically invalid tasks. We support our claims by conducting a human evaluation study on nine existing AI benchmarks, suggesting major limitations in task and label designs. To address these limitations, we propose five concrete recommendations for future AI evaluation efforts that will enable more rigorous and meaningful understanding of human-like cognitive capacities in AI models.

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Analogy as Nonparametric Bayesian Inference over Relational Systems

Our inferences in the real world are rarely naïve - we acquire experiences through our lifetime that can help us more quickly understand the structure of something new. A fundamental question in cognitive science is how we make such generalizations. Studies of analogy have explored the question of how to map information from a single familiar concept or environment to an unfamiliar one. In this paper, we examine how experience with multiple successive environments affects an individual's subsequent inferences. First, we present an online behavioral environment in which participants play a number of virtual games that each operate according to an underlying relational structure. Second, we show that exposing participants to a particular relational structure biases them towards expecting the same structure to hold in the test game, an effect that scales with the number of times the structure has been observed. Finally, we propose a novel probabilistic model that accounts for these behaviors in terms of nonparametric Bayesian inference. This model generates predictions from each past environment based on their relational structures, and then averages predictions from individual environments according to their analogical relevance to the task at hand. Our results and statistical framework provide a complementary perspective for several key computational ideas about analogy, and our nonparametric framework allows us to account for how a learner might continually build and use knowledge over a lifetime.

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Large Language Models provide support for the parallelogram theory of analogy

Four-term word analogies (A:B::C:D) are classically modeled geometrically as parallelograms: adding the vector B-A+C produces D. Recent work suggests that this model poorly captures how humans produce analogies, with simple local-similarity heuristics often providing a better account (Peterson et al., 2020). But does the parallelogram model fail because it is a bad model of analogical relations, or because people are not very good at generating relation-preserving analogies? We compared human and large language model (LLM) analogy completions on the set of problems from Peterson et al. (2020). We find that LLM-generated analogies are reliably judged as better than human-generated ones, and are also more consistent with parallelograms in a distributional embedding space. Crucially, we show that the improvement over human analogies is driven by greater parallelogram alignment and reduced reliance on accessible words rather than enhanced sensitivity to local similarity. Finally, fine-tuning GloVe to better satisfy the parallelogram constraint makes the model's top-ranked candidates more likely to be the completions humans and LLMs actually produced, and improves its prediction of human ratings. Overall, these results provide support for the parallelogram model of word analogies.

cs.CL↗

Query Timing Produces Opposite Positional Biases Between LLMs and Humans

Positional biases such as recency and primacy effects have been documented in large language models (LLMs), yet the underlying mechanism by which these models make their evaluations remains poorly understood. Both primacy and recency biases have been observed in human judgments in response to evidence, but recent work suggest that \emph{when} the listener updates their beliefs -- during the presentation of evidence or only at the end -- influences the presence of such effects. We investigate whether a similar phenomenon holds for LLMs, finding divergence from human behavior. These biases are more exacerbated in newer models compared to their predecessors.

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Cognitive Dark Matter: Measuring What AI Misses

We propose that the jagged intelligence landscape of modern AI systems arises from a missing training signal that we call ``cognitive dark matter'' (CDM): brain functions that meaningfully shape behavior yet are hard to infer from behavior alone. We identify key CDM domains---metacognition, cognitive flexibility, lifelong learning, abductive reasoning, social and common-sense reasoning, and emotional intelligence---and present evidence CDM-loaded functions are largely unmeasured in current AI benchmarks, and that large-scale neuroscience training datasets which could be used to instill these capabilities do not yet exist. We then outline a research program centered on three complementary data types designed to surface CDM for model training: (i) latent variables from large-scale cognitive models, (ii) process-tracing data such as eye-tracking and think-aloud protocols, and (iii) paired neural--behavioral data. These data will enable AI training on cognitive process rather than behavioral outcome alone, producing models with more general, less jagged intelligence. As a dual benefit, the same data will advance our understanding of human intelligence itself.

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Generation and Evaluation in the Human Invention Process through the Lens of Game Design

The human ability to learn rules and solve problems has been a central concern of cognitive science research since the field's earliest days. But we do not just follow rules and solve problems given to us by others: we modify those rules, create new problems, and set new goals and tasks for ourselves and others. Arguably, even more than rule following and problem solving, human intelligence is about creatively breaking and stretching the rules, changing the game, and inventing new problems worth thinking about. Creating a good rule or a good problem depends not just on the ideas one can think up but on how one evaluates such proposals. Here, we study invention through the lens of game design. We focus particularly on the early stages of novice, "everyday" game creation, where the stakes are low. We draw on a dataset of over 450 human created games, created by participants who saw an initial seed set of two-player grid-based strategy games. We consider two different cognitive mechanisms that may be at work during the early processes of intuitive game invention: an associative proposal based on previous games one has seen and compute-bounded model-based evaluation that an everyday game creator may use to refine their initial draft proposals. In our preliminary work, we conduct a model-based analysis of how people invented new games based on prior experience and find that generated games are best described by a model which incorporates model-based estimates of game quality at a population level. Our work points to how human invention is based not only on what people propose, but how they evaluate and offers a computational toolkit to scale empirical studies of model-based simulation in open-ended human innovation.

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People use fast and flat simulation to reason about new games

Games have long been a microcosm for studying planning and reasoning in both natural and artificial intelligence (AI), often focusing on expert-level or even super-human play. But real life also pushes human intelligence along a different frontier, requiring people to flexibly navigate decision-making problems that they have never thought about before. Here, we use novice gameplay to study how people reason about new problem settings. Through a series of large-scale behavioral studies with over 1000 participants and 121 two-player strategic board games (almost all novel to our participants), we show that people are systematic and adaptively rational in how they play a game for the first time, or evaluate a game (e.g., how fair or how fun it is likely to be) before they have played it even once. We explain these capacities via a computational cognitive model that we call the 'Intuitive Gamer', a model based on mechanisms of fast and flat (depth-limited) goal-directed probabilistic simulation. Our work offers new insights into how people rapidly evaluate, act, and make suggestions when encountering novel problems, and could inform the design of more flexible and human-like AI systems that can determine not just how to solve new tasks, but whether a task is worth thinking about at all.

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A Vision Toward Energy-Efficient Domain-Specific Artificial Intelligence Models and Agents

The field of artificial intelligence (AI) has taken a tight hold on broad aspects of society, industry, business, and governance in ways that dictate the prosperity and might of the world's economies. The AI market size is projected to grow from {\$}189 billion in 2023 to {\$}4.8 trillion by 2033. Currently, AI is dominated by large language models (LLMs) that exhibit linguistic and visual intelligence. However, training these models requires a massive amount of data scraped from the web as well as large amounts of energy (50-60 GWh to train GPT-4). Despite these costs, these models often hallucinate, a characteristic that prevents them from being deployed in critical application domains. In contrast, the human brain consumes only 20W of power. What is needed is the next level of AI evolution in which lightweight domain-specific multimodal models, especially compact models with 10--20B parameters for bounded domains, with higher levels of intelligence can reason, plan, and make decisions in dynamic environments with real-time data and prior knowledge, while learning continuously and evolving in ways that enhance future decision-making capability. This will define the next wave of AI, progressing from today's large models, trained with vast amounts of data, to nimble energy-efficient domain-specific agents that can reason and think in a world full of uncertainty. To support such agents, hardware will need to be reimagined to allow system-level energy efficiencies $\geq {1000X}$ over the state of the art for targeted domain tasks, subject to accuracy, latency, and coverage constraints. Such a vision of future AI systems is developed in this work.

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