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Karthik Sreedhar

Publications and source records attributed to Karthik Sreedhar.

6 recordsLinked to original sources

AgentDynEx: Nudging the Mechanics and Dynamics of Multi-Agent Simulations

Multi-agent large language model simulations have the potential to model complex human behaviors and interactions. If the mechanics are set up properly, unanticipated and valuable social dynamics can surface. However, it is challenging to consistently enforce simulation mechanics while still allowing for rich and emergent dynamics. We present AgentDynEx, an AI system that helps set up, track, and repair simulations. Specifically, AgentDynEx introduces milestones that act as checkpoints and failure conditions that act as guardrails to ensure dynamics are relevant and mechanics are respected as the simulation progresses. It also introduces a method called nudging, where the system dynamically reflects on simulation progress and gently intervenes if it begins to deviate from intended outcomes. A technical evaluation found that nudging enables simulations to progress further without reducing the presence notable dynamics compared to simulations without nudging. A case study with AgentDynEx documented instances where real users were able to simulate lived experiences. We discuss the importance of nudging as a technique for guiding agents towards desirable behaviors while preserving their freedom of choice.

cs.MA

Conversational Customization of Productivity Systems: A Design Probe of Malleable AI Interfaces

Customization has long been a central goal in interactive systems, yet prior work shows that end-user tailoring occurs infrequently and is often confined to initial setup or moments of breakdown. Recent advances in generative AI suggest that highly malleable systems-where users can modify system behavior through natural language-are now technically feasible. However, it remains unclear how such malleability is used in practice: What kinds of customizations do users create, when do they choose to customize, and how do these modifications shape their experience of everyday tools? We present a design probe that uses a conversationally customizable email system as an instrument to study how users create and refine functionality within everyday tools. The system allows users to iteratively modify their inbox by restructuring categories, introducing interface elements, and authoring new workflow behaviors directly through natural language interaction. We study how participants create, refine, and use these features over several days within their own email workflows. We find that users' customizations are often grounded in existing patterns, which they adapt and specialize to fit their needs, rather than generating entirely novel functionality. Malleability changes how users engage with their inbox, shifting it from a fixed interface to a flexible data layer shaped through user-authored features. At the same time, customization introduces new forms of risk, including mis-specified behavior, unintended filtering, and uncertainty around outcomes, which users manage through ongoing oversight and refinement. These findings highlight how conversational customization becomes embedded within everyday interaction, and point toward the need for systems that support iterative refinement, visibility into behavior, and safe experimentation as users shape their own tools.

cs.HC

Simulating Cooperative Prosocial Behavior with Multi-Agent LLMs: Evidence and Mechanisms for AI Agents to Inform Policy Decisions

Human prosocial cooperation is essential for our collective health, education, and welfare. However, designing social systems to maintain or incentivize prosocial behavior is challenging because people can act selfishly to maximize personal gain. This complex and unpredictable aspect of human behavior makes it difficult for policymakers to foresee the implications of their designs. Recently, multi-agent LLM systems have shown remarkable capabilities in simulating human-like behavior, and replicating some human lab experiments. This paper studies how well multi-agent systems can simulate prosocial human behavior, such as that seen in the public goods game (PGG), and whether multi-agent systems can exhibit ``unbounded actions'' seen outside the lab in real world scenarios. We find that multi-agent LLM systems successfully replicate human behavior from lab experiments of the public goods game with three experimental treatments - priming, transparency, and varying endowments. Beyond replicating existing experiments, we find that multi-agent LLM systems can replicate the expected human behavior when combining experimental treatments, even if no previous study combined those specific treatments. Lastly, we find that multi-agent systems can exhibit a rich set of unbounded actions that people do in the real world outside of the lab -- such as collaborating and even cheating. In sum, these studies are steps towards a future where LLMs can be used to inform policy decisions that encourage people to act in a prosocial manner.

cs.HC

DynEx: Dynamic Code Synthesis with Structured Design Exploration for Accelerated Exploratory Programming

Recent advancements in large language models have significantly expedited the process of generating front-end code. This allows users to rapidly prototype user interfaces and ideate through code, a process known as exploratory programming. However, existing LLM code generation tools focus more on technical implementation details rather than finding the right design given a particular problem. We present DynEx, an LLM-based method for design exploration in accelerated exploratory programming. DynEx introduces a technique to explore the design space through a structured Design Matrix before creating the prototype with a modular, stepwise approach to LLM code generation. Code is generated sequentially, and users can test and approve each step before moving onto the next. A user study of 10 experts found that DynEx increased design exploration and enabled the creation of more complex and varied prototypes compared to a Claude Artifact baseline. We conclude with a discussion of the implications of design exploration for exploratory programming.

cs.HC

DIDUP: Dynamic Iterative Development for UI Prototyping

Large language models (LLMs) are remarkably good at writing code. A particularly valuable case of human-LLM collaboration is code-based UI prototyping, a method for creating interactive prototypes that allows users to view and fully engage with a user interface. We conduct a formative study of GPT Pilot, a leading LLM-generated code-prototyping system, and find that its inflexibility towards change once development has started leads to weaknesses in failure prevention and dynamic planning; it closely resembles the linear workflow of the waterfall model. We introduce DIDUP, a system for code-based UI prototyping that follows an iterative spiral model, which takes changes and iterations that come up during the development process into account. We propose three novel mechanisms for LLM-generated code-prototyping systems: (1) adaptive planning, where plans should be dynamic and reflect changes during implementation, (2) code injection, where the system should write a minimal amount of code and inject it instead of rewriting code so users have a better mental model of the code evolution, and (3) lightweight state management, a simplified version of source control so users can quickly revert to different working states. Together, this enables users to rapidly develop and iterate on prototypes.

cs.HC

Simulating Human Strategic Behavior: Comparing Single and Multi-agent LLMs

When creating policies, plans, or designs for people, it is challenging for designers to foresee all of the ways in which people may reason and behave. Recently, Large Language Models (LLMs) have been shown to be able to simulate human reasoning. We extend this work by measuring LLMs ability to simulate strategic reasoning in the ultimatum game, a classic economics bargaining experiment. Experimental evidence shows human strategic reasoning is complex; people will often choose to punish other players to enforce social norms even at personal expense. We test if LLMs can replicate this behavior in simulation, comparing two structures: single LLMs and multi-agent systems. We compare their abilities to (1) simulate human-like reasoning in the ultimatum game, (2) simulate two player personalities, greedy and fair, and (3) create robust strategies that are logically complete and consistent with personality. Our evaluation shows that multi-agent systems are more accurate than single LLMs (88 percent vs. 50 percent) in simulating human reasoning and actions for personality pairs. Thus, there is potential to use LLMs to simulate human strategic reasoning to help decision and policy-makers perform preliminary explorations of how people behave in systems.

cs.HC