RecVerse is presented, a GUI-grounded simulation agent that perceives pages through screenshots and produces faithful multi-turn trajectories and significantly outperforms existing baselines in both behavioral fidelity and intent consistency.
Abstract
Simulating realistic user shopping behavior underpins offline evaluation and reinforcement learning in e-commerce scenarios. While recent LLM- and VLM-based simulators have made encouraging progress, reproducing a real browsing session remains difficult for two reasons. (i) Memory Challenge: a shopping session spans dozens of pages, yet existing agents either discard long-range observation histories, losing the evolving user state, or naively concatenate them, overwhelming the context window and even degrading simulation quality. (ii) Optimization Challenge: current user simulators are typically supervised to match each logged action via imitation or step-level rewards; the resulting sessions often display unrealistic patterns, such as over-exploration or excessive passivity, which per-step supervision can neither detect nor correct. To address the above challenges, we present RecVerse, a GUI-grounded simulation agent that perceives pages through screenshots and produces faithful multi-turn trajectories. For the memory challenge, RecVerse adopts a cognitive-inspired hierarchical memory: Working Memory for short-term focus, Episodic Memory for in-session traces, and Preference Memory for high-level intent, with memory updates treated as actions so that the agent adaptively learns when and what to memorize. For the optimization challenge, RecVerse is optimized with a trajectory-level RL objective that scores entire sessions, aligning both macro-level action-type distributions and micro-level shopping intent with real users. We further release USB (User Simulation Benchmark), an interactive e-commerce GUI trajectory dataset for multi-turn user simulation. Experiments show that RecVerse significantly outperforms existing baselines in both behavioral fidelity and intent consistency.
Recent advances in LLM-based user simulation have shown promise for offline evaluation of recommendation and advertising systems. However, existing simulators typically infer user preferences from single-domain interaction histories and are primarily optimized to reproduce observable actions such as clicks. Consequently, they capture only a partial view of user preferences, while action-only prediction easily induces model shortcuts and limits both the fidelity and diagnostic value of simulation. To address these challenges, we propose DASH, a decision-aware user simulator that jointly generates thinking traces and predicts behavioral actions from heterogeneous cross-domain histories. DASH first introduces a Context Engineering stage that folds heterogeneous cross-domain histories into decision-relevant context, together with prompt optimization for effective reasoning over the folded context. To train a user simulator, DASH distills thinking trajectories from strong LLMs as SFT data, and further tailors a rubric-based reward model that evaluates thinking traces along form, content, and logic for RL training. Combined with the action reward, these signals jointly improve action prediction and thinking quality. Extensive experiments on real-world Tencent advertising data spanning five heterogeneous content domains demonstrate the effectiveness, efficiency, fidelity, and diagnostic value of DASH.
Zi-Hang Chen, Jiaer Zheng, Xiangyang Xu et al.· 0 citations
The evaluation of Conversational Recommender Systems necessitates robust protocols to measure utility and user satisfaction. While human-in-the-loop testing remains the gold standard, scalability and reproducibility constraints have driven the field toward User Simulators. However, current simulation paradigms predominantly utilize rigid templates or closed-source Large Language Models that exhibit idealized behaviors. These approaches fail to capture user ambiguity, resulting in benchmarks that overestimate system proficiency by assuming crystallized user intent. To address this limitation, we introduce a family of open-weight user simulation models capable of generalizing across diverse e-commerce domains. Leveraging Teacher-Student distillation, we operationalize three distinct behavioral stereotypes:
Direct
,
Vague-Proactive
, and
Vague-Reactive
. Our evaluation of state-of-the-art Agentic Generative Conversational Recommender Systems reveals a critical
Robustness Gap
: while agents perform proficiently with decisive users, performance collapses when facing passivity and ambiguity. These findings underscore the necessity of our scalable framework for rigorously stress-testing the next generation of conversational agents against realistic, non-cooperative user behaviors.
Alessandro Petruzzelli, Alessandro Francesco Maria Martina, C. Musto et al.· Information Systems Frontier...· 0 citations
User simulators are widely used as scalable environments for training and evaluating interactive assistants. Generating the next user turn is inherently one-to-many: the same profile and dialogue context may support multiple plausible continuations with different local interaction intents. A fluent response may therefore advance the dialogue through an inappropriate intent, such as acceptance rather than repair. Our key insight is that controllable user simulation should separate which local interaction intent the next user turn should realize from how that intent is expressed in language. We introduce UserIDA (User Intent-Directive Alignment), which exposes interaction intent as an explicit per-turn directive. UserIDA defines a six-way intent interface, learns directive-conditioned generation through supervised fine-tuning, and uses intent-calibrated policy optimization during group-based reinforcement learning. The reward preserves composite response quality while ensuring that intent-violating candidates rank below compliant alternatives in mixed groups. On LMSYS-USP, UserIDA achieves 86.6\% intent accuracy, outperforming the strongest dedicated user-simulator baseline by 24.3 percentage points while improving semantic and stylistic similarity. In within-context interventions, it realizes at least four of the six target intents in 91.7\% of evaluated dialogue states, compared with 22.9\% for the strongest external baseline. These results establish per-turn intent control as a complementary dimension to response fidelity in user simulation.
Bo Wang, Ruixing Zhang, Yunqi Liu et al.· 0 citations
Large language model-based shopping agents are increasingly deployed in real-world e-commerce platforms, generating massive amounts of user interaction logs that provide valuable supervision for improving these agents. However, existing approaches primarily rely on offline training signals, such as user-item interactions or synthetic preference data, while largely overlooking the rich supervision contained in users'natural conversational feedback. Moreover, the available online feedback is heterogeneous, sparse, and noisy, making it difficult to transform into reliable learning signals automatically. To address these challenges, we propose LOFA, a framework that enables shopping agents to learn directly from real online interaction logs without human annotation. LOFA combines reinforcement learning over verifiable purchase outcomes with feedback-aware on-policy distillation, which identifies users'in-dialogue directives and converts them into dense token-level supervision. These complementary objectives capture both collaborative behavioral patterns and user-specific preferences. Extensive experiments on real-world e-commerce logs demonstrate that LOFA consistently improves recommendation quality, response helpfulness, and user-satisfaction alignment over strong baselines, highlighting the effectiveness of learning shopping agents from real online user feedback.
Haobo Zhang, Kelong Mao, Sulong Xu et al.· 0 citations
River, a simple training recipe that improves reward quality by filtering low-quality environments and augmenting outcome rewards with process-level behavior regularization is proposed, which achieves the best performance among evaluated open-source RL-trained 8B models across four terminal-agent benchmarks.
Yi-Fan Yao, Bo Pang, Xuan-Phi Nguyen et al.· 0 citations
Open-ended real-world interaction admits multiple valid behaviors: an agent may answer directly, ask for clarification, provide progress updates, or confirm before acting. This flexibility breaks a core assumption behind group-based RL: rollouts compared within a group are no longer guaranteed to be behaviorally comparable. As a result, reward-model preferences over interaction style can distort relative advantages and steer optimization toward reward-preferred behaviors rather than context-appropriate ones. We formalize this as a \textit{reward fairness problem} and propose \textbf{ARC} (Advantage Regularization via Conditioning), a training recipe that restores fairer relative comparison through strategy-conditioned rollout grouping, together with hybrid rewards and entropy regularization. We study ARC in our proposed \inter, a novel paradigm for responsive, steerable, and execution-aware user-agent interaction that decouples user-visible communication from latent reasoning and tool use. \inter\ also provides the annotation and distillation pipeline for constructing \inter-86K, our strategy-annotated training corpus for supervised and RL training. Empirically, ARC substantially strengthens the core $\tau/\tau^2$ tool-use benchmarks, while \inter\ reduces time-to-first-token from 4.91s to 1.27s relative to a think-style baseline. Together, these results suggest that a central bottleneck in open-ended interactive learning is not only how agents are rewarded, but whether their behaviors are compared fairly in the first place. The ARC implementation and \inter-86K training data will be released.
Yongqi Tong, Tan Li Hui Faith, C. Marcus et al.· 0 citations