Economic choice prediction is an essential challenging task, often constrained by the difficulties in acquiring human choice data. Indeed, experimental economics studies had focused mostly on simple choice settings. The AI community has recently contributed to that effort in two ways: considering whether LLMs can substitute for humans in the above-mentioned simple choice prediction settings, and the study through ML lens of more elaborated but still rigorous experimental economics settings, employing incomplete information, repetitive play, and natural language communication, notably language-based persuasion games. This leaves us with a major inspiration: can LLMs be used to fully simulate the economic environment and generate data for efficient human choice prediction, substituting for the elaborated economic lab studies? We pioneer the study of this subject, demonstrating its feasibility. In particular, we show that a model trained solely on LLM-generated data can effectively predict human behavior in a language-based persuasion game, and can even outperform models trained on actual human data.
Persuasion games have been fundamental in economics and AI research, and have significant practical applications. Recent works in this area have started to incorporate natural language, moving beyond the traditional stylized message setting. However, previous research has focused on on-policy prediction, where the train and test data have the same distribution, which is not representative of real-life scenarios. In this paper, we tackle the challenging problem of off-policy evaluation (OPE) in language-based persuasion games. To address the inherent difficulty of human data collection in this setup, we propose a novel approach which combines real and simulated human-bot interaction data. Our simulated data is created by an exogenous model assuming decision makers (DMs) start with a mixture of random and decision-theoretic based behaviors and improve over time. We present a deep learning training algorithm that effectively integrates real interaction and simulated data, substantially improving over models that train only with interaction data. Our results demonstrate the potential of real interaction and simulation mixtures as a cost-effective and scalable solution for OPE in language-based persuasion games.\footnote{Our code and the large dataset we collected and generated are submitted as supplementary material and will be made publicly available upon acceptance.