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The Curse of Knowledge in Role-Playing Language Models
XZ

Xiao Zhang

· 1 min read

ResearcharXiv cs.CL

The Curse of Knowledge in Role-Playing Language Models

arXiv:2610.17327v1 Announce Type: new Abstract: 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. 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. The leak extends to hidden actions and private messages and changes where characters search. Five of six proprietary models rarely leak, but compliance in strong models depends on input format. Changing only the scene layout or character description raises the rate in two otherwise compliant open-weight models from under 10 to over 60 pp, and combined changes raise two proprietary models from near zero to 13 and 21~pp. Writing the line as the scene's author leaks nearly as much as role-play, and thinking rarely helps. Giving models only what the character observes stops the leak without hiding what it may report.

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This story was published by arXiv cs.CL and written by Xiao Zhang. SyncAI.news shows a preview; the complete article is on the publisher's site.

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