Conceptio › Archive › arXiv CS
arXiv CS open access

Language as Trait, Politeness as Strategy: Controlled Tests of Linguistic Effects in LLM Social-Deduction Agents

Yuchen Li et al. · arxiv_cs
arXiv CS · Papers
Open Source ↗Direct PDF ↓
artificial-intelligenceknowledge-representationreasoning
Large language model (LLM) agents coordinate through conversation, and the same message can be phrased in simpler or more complex language, bluntly or politely. We test whether such differences change how other agents judge and act, using the LURK Werewolf framework, which separates each utterance's
Conceptio Open Archive

Analyze & explore related research in Conceptio

Connect this record directly into your research workflow or AI agent. Explore citations across open repositories, query full text, and export structured proof bundles.

Language as Trait, Politeness as Strategy: Controlled Tests of Linguistic Effects in LLM Social-Deduction Agents Yuchen Li1,2 * † , Lisa Liu2 * , Runqi Zou2 , Shuxuan Kuang2 , Qingquan Zhang1 , Julian Togelius2 1 Lingnan University, 2 New York University

arXiv:2611.09768v1 [cs.CL] 6 Nov 2026

Abstract

dialects (Fleisig et al., 2024). Some models are more likely to accept false claims expressed in a formal, sophisticated register (Maraia et al., 2026). LLM judges can also assign higher scores to incorrect mathematical solutions when persuasive appeals are added (Hwang et al., 2025). However, these studies leave open how linguistic differences affect decisions in ongoing multi-agent interactions, where agents must evaluate competing claims and act on their judgments. Moreover, natural differences in wording often coincide with differences in content and conversational context, making it difficult to isolate the effect of language itself. We examine two dimensions of linguistic variation. Linguistic range refers to differences in the vocabulary and sentence structures used to express a message, which we vary consistently across a speaker’s messages. Politeness strategies refer to how particular speech acts are expressed, including directness, solidarity, deference, and indirectness (Brown and Levinson, 1987). Unlike the speakerlevel linguistic-range manipulation, politeness can vary from one utterance to the next depending on the context. We study both in the LURK Werewolf framework (Liu et al., 2026), which separates each speech act’s content from its natural-language realization, so that we can rewrite only the realization and replay the game from matched checkpoints. RQ1: Does a speaker’s consistent use of restricted, neutral, or expanded linguistic range affect other agents’ trust, targeting, and voting when game content is unchanged? RQ2: Do politeness strategies influence other agents’ judgments and decisions? RQ2A: Do agents with different roles naturally adopt different politeness strategies?

Large language model (LLM) agents coordinate through conversation, and the same message can be phrased in simpler or more complex language, bluntly or politely. We test whether such differences change how other agents judge and act, using the LURK Werewolf framework, which separates each utterance’s speech-act predicate from its natural-language realization. We rewrite only the realization, check that the game content is preserved, and replay each game day from saved checkpoints against a re-sampled control. We vary linguistic range consistently across a speaker’s messages and politeness strategy per utterance. Across 30 games and 4,335 replays, neither manipulation changes the trust other agents place in the speaker, and no effect on votes or night actions survives correction for multiple comparisons; the largest uncorrected effect is that shifting range away from a neutral paraphrase changes about 4 percentage points more of the other players’ votes. In natural play, 88% of facethreatening speech is bald on-record regardless of role.

1

Introduction

Large language model (LLM) agents use naturallanguage conversations to coordinate tasks and collaborate on problem solving (Li et al., 2023; Wu et al., 2024). In these interactions, messages convey not only task-related information but also the manner in which the speaker presents it. The same claim can be expressed in simpler or more complex language, stated directly, or softened through hedging and polite phrasing. Even when the message is unchanged, these differences may affect how other agents behave. Previous research shows that linguistic form can affect LLM responses and evaluations. Models exhibit biases in their responses to different English

Main Findings. (1) Neither linguistic range nor politeness changes the trust other agents place in the speaker. (2) Shifting range away from a neutral paraphrase, in either direction, changes about 4 percentage points more of the other players’ votes,

* Equal contribution. †

Corresponding author: yl6394@nyu.edu

1

but no effect on votes or night actions survives correction for multiple comparisons. (3) In natural play, 88% of face-threatening speech is bald onrecord, and roles do not differ in their politeness.

guage to minimize social friction and manage “face,” which is a person’s public self-image. Social interactions often involve face-threatening acts like requests or criticisms, prompting speakers to choose from strategies ranging from direct (“bald on-record”), affirming the listener (“positive politeness”), minimizing imposition (“negative politeness”), and indirect (“off-record”) statements. The theory states that the strategy chosen depends heavily on the power dynamic, social distance, and size of the request between the speakers. Computational work has operationalized politeness through lexical and syntactic markers such as hedging, deference, and counterfactual modals (Danescu-Niculescu-Mizil et al., 2013). Zhao and Hawkins (2025) compared how humans and LLMs use the four strategies and recommend manual review of LLM annotations; we therefore validate our politeness manipulation with human review of both strategy and meaning.

Contributions. (1) A meaning-controlled counterfactual replay design for testing linguistic bias in multi-agent LLM interaction, with re-sampled controls that separate treatment effects from model non-determinism. (2) Rewriters for linguistic range and politeness, validated by blind human annotators and LLM listeners. (3) Evidence from 4,335 replays that these cues do not shift trust, and an analysis of politeness in natural play.

2

Related Work

2.1

Linguistic Range and Proficiency Assessment

Lexical and syntactic features have been widely used to assess language proficiency. Lexical measures such as word frequency, lexical diversity, and word familiarity have been used to predict proficiency in second language writing (Crossley and McNamara, 2012). Measures of lexical sophistication have also explained variation in human ratings of vocabulary use and speaking proficiency (Kyle and Crossley, 2015). Computational models have used linguistic features to classify CEFR proficiency levels across different languages (Vajjala and Rama, 2018). Analyzing how linguistic complexity varies throughout a text has also improved CEFR classification compared with using summary measures (Kerz et al., 2021). Syntactic features associated with language development can differ from those that predict human evaluations of writing quality (Crossley and McNamara, 2014). Linguistic style can influence how people evaluate speakers and their messages. Readers have rated authors using bureaucratic writing as more knowledgeable than those using plain language, but not more trustworthy (Chartprasert, 1993). Technical language in online health information has also been found to reduce perceived author integrity and information credibility (Thon and Jucks, 2017). Even semantically equivalent expressions can receive different evaluations, as rhyming aphorisms have been judged more accurate than non-rhyming versions (McGlone and Tofighbakhsh, 2000). 2.2

3

Experimental Framework

3.1

LURK Werewolf Environment

This study uses the LURK Werewolf framework (Liu et al., 2026), which uses the multi-agent, incomplete information, social deduction game Werewolf, as an environment to study linguistic bias. In the game, players are assigned hidden roles and attempt to identify and vote out or kill members of the opposing team. Each game consists of seven players, including two werewolves, one seer, one guard, and three villagers. The game alternates between day and night phases. During the day, players discuss their suspicions, share information, and vote to eliminate a player. At night, werewolves select a player to attack, while the seer and guard perform their respective actions. Werewolf players know their teammates and coordinate covertly during the day, while village players do not know anyone else’s identity and must deduce the truth through their social interactions during the day. Players make decisions based on their assigned roles, private and public information of the game. After each day, every player rates every other living player on a 1–10 reliability scale. 3.2

Politeness Strategies

Structured Speech Acts and Natural Language Realization

LURK Werewolf represents communication through structured speech-act predicates. Each predicate specifies a communicative action and

Brown and Levinson’s politeness theory (Brown and Levinson, 1987) explains how people use lan2

3.5

its arguments, including the speaker, referenced players, and relevant game information. For example, an estimate predicate expresses a belief about another player’s role, while recommend_ action represents a recommendation directed toward another player. Each predicate is converted into a natural-language utterance that other players receive during gameplay; the predicate itself stays in the game record and is not shown to other players. The predicate representation records the content and communicative function of the utterance, while its natural-language realization determines how the message is expressed. 3.3

Model selection. DeepSeek Flash (deepseek-chat) is used for game-playing agents and for the rewrites delivered during gameplay. GPT Luna 5.6 is used for rewrite verification and manipulation validation, alongside human annotations. Rewrite procedure. A rewrite must keep every player reference, every referenced statement, the recommended action, and the certainty of the original predicate. For conditions that depend on the listener, the listener is the player the utterance is addressed to or about: the target of estimate, question, and dissociate, the author of the statement answered by agree or disagree, and the actor of recommend_action. Acts without a single listener (address_role, allied, unallied) are delivered bald on-record in the trust-dependent settings. The rewriter receives the predicate, its definition, its natural realization, and the target strategy or range level, and is told to preserve speaker, addressee, referenced statements, evidence, certainty, and sentiment without adding claims. Prompts are in Section B and Section C.

Controlled Language Interventions

The linguistic-range manipulation has three conditions (Low, Neutral, High; Section 4), and the politeness manipulation uses Brown and Levinson’s four strategies. Both operate only on the naturallanguage realization of a speech act (Section 3.5). 3.4

Rewrite process

Counterfactual Replay Design

Counterfactual replays are used to measure how linguistic variation affects agents’ decisions. Thirty baseline games are played once, and checkpoints are saved at the beginning of each day. Each checkpoint contains the game state and public interaction history required to resume gameplay. Each checkpoint is replayed under different linguistic conditions in the flip_self setting, in which one designated speaker receives the language manipulation throughout the replayed day (discussion, vote, night, and the reliability update); each living player serves as the designated speaker in turn. The game-playing agents use deepseek-chat, a non-deterministic model, which can return different responses to the same prompt even at temperature 0. A control replay without any rewriting is therefore run at each checkpoint to measure this variation, and rewritten replays are compared against it. The control is run twice per player-day; the linguistic-range levels are run once each and the politeness settings twice each. Replays also use a branching cache to limit noise. Model calls before the designated speaker’s first rewritten speech are cached and shared by the control and rewritten replays, while all replays generate new responses from that speech onward. We do not use the flip_others setting, which rewrites everyone except the designated speaker, because little can be cached there, adding noise and cost.

Meaning preservation verification. Each rewrite is checked before it enters the game. Rule-based checks confirm that player numbers, role labels, referenced statement IDs, polarity, and the action and its target are kept (the speaker may become “I” and the addressee “you”). The judge model then answers two yes/no questions: whether the action toward the same target is unchanged, and whether the original’s reasons are still given. A rewrite that fails is regenerated once at temperature 0.7; if it fails again, the speaker’s original text is delivered and the fallback is logged.

4

Experiment 1: Linguistic Range Manipulation

Language proficiency is multidimensional. The CEFR distinguishes linguistic range from grammatical control, with range describing the repertoire of linguistic forms available to a speaker (Council of Europe, 2020). Following computational proficiency assessment (Vajjala and Rama, 2018; Kerz et al., 2021), Experiment 1 manipulates lexical and syntactic range in three relative conditions. Low uses more frequent and repetitive vocabulary with a narrower syntactic repertoire. Neutral paraphrases 3

the untreated (Natural) utterance at a similar range. High uses more varied vocabulary and a broader syntactic repertoire.

Comparison

4.1

All

n Both matched

Consensus

Low vs. High 14 100 [77, 100] 100 [77, 100] Low vs. Neutral 15 67 [38, 88] 87 [60, 98] Neutral vs. High 14 100 [77, 100] 100 [77, 100] Neutral vs. Natural 19 68 [43, 87] 84 [60, 97]

Linguistic-Range Rewriter Validation

62

82 [70, 91]

92 [82, 97]

Table 1: Blind validation of the linguistic-range rewriter, % matching the expected range relation (no meaningful difference for Neutral vs. Natural). Both matched: both researchers chose it independently (κ = 0.74). Consensus: after a third annotator, blind to condition, adjudicated the 11 disagreements.

The rewriter is validated in a pilot that uses Qwen3.5-27B (Qwen Team, 2026) as the rewriter and a stricter gate than the in-game one: structural checks, an inverse parser that must recover the predicate from the rewrite alone, and a fidelity judge, with up to two corrective retries. On 315 constructed rewrites that either break a target, role, polarity, reason, certainty, or directive force or preserve them, this gate has a sensitivity of 0.996 and a specificity of 0.978. For Neutral, five candidate paraphrases are generated and the candidate closest to Natural in lexical and structural properties is selected.

4.2

Linguistic-Range Listener Validation

GPT Luna 5.6, Qwen3.5-27B, and two human researchers evaluate the same matched passage pairs. For each pair, the listener selects which passage appears to use a more limited range of English or selects no meaningful difference. The comparisons are Low versus Neutral, Neutral versus High, Low versus High, and Neutral versus Natural; the researchers annotate independently. Both LLM listeners judge Low more limited than Neutral and High, and High less limited than Neutral, in every passage and both presentation orders. On Neutral versus Natural, Qwen answers “same” in 97% of pairs and GPT Luna in 63%. Both researchers choose the expected relation in 82% of pairs (Table 1), including every Low–High and Neutral–High pair; all 11 disagreements fall on the subtle contrasts (Low–Neutral, Neutral–Natural), where one researcher saw a difference and the other did not. A third annotator, blind to condition, adjudicated these 11 pairs; the consensus labels match the expected relation in 57 of 62 pairs (92%).

Validation uses matched 150–250 word speaker passages constructed from the same source utterances, drawn from three untreated nine-player games (280 public utterances, 24 passages). Lexical range is measured using SUBTLEX-US frequency, MATTR, MTLD, and repetition (Crossley and McNamara, 2012; Kyle and Crossley, 2015), and syntactic range using clause, dependency, and phrasal complexity measures (Bulté and Housen, 2012; Lu, 2011). LanguageTool and CoLA assess grammatical quality across conditions. Against Neutral (15 passages), Low uses more frequent words (SUBTLEX-US +0.26), lower lexical diversity (MATTR −0.015), and fewer subordinate clauses (−1.0 per 100 words), all with gameclustered intervals excluding zero; MTLD, repetition, dependency distance, and tree depth agree. High uses rarer and more varied vocabulary than Neutral (SUBTLEX-US −0.50, MATTR +0.019), while its syntactic measures stay within noise. Neutral stays close to Natural (SUBTLEX-US −0.03 [−0.06, +0.02], MATTR −0.002). Low does not degrade grammar: it has 0.02 more LanguageTool errors per 100 words than Neutral (one-sided upper bound 0.04).

4.3

Linguistic-Range Bias

The 30 seven-player baseline games yield 289 focal-player and day combinations, each replayed once under Low, Neutral, and High and twice under Natural (1,445 replays). The original wording was delivered after two failed attempts for only 1.2% (Low), 0.7% (Neutral), and 1.0% (High) of the 3,615 rewrites. The primary comparison is Low versus Neutral. We compare each replayed day with the baseline day and measure the share of other players’ votes and of night-skill targets that differ from the baseline (vote and skill change), and the mean absolute change in reliability scores (trust). High versus Neutral examines the effect of expanded linguistic

As an additional manipulation check, the politeness judge was applied to 200 randomly sampled rewrites and their Natural counterparts. The distribution of politeness strategies was similar across the two sets, with 80% classified as bald on-record in both. 4

control drift Low − control

Skill

Vote

Trust

(pp)

(pp)

(points)

9.3%

14.2%

0.62

+1.7

+2.1

+0.01

[−1.0, +4.4] [−0.7, +4.8] [−0.01, +0.02]

Neutral − control

−1.0

−2.1

−0.00

Requested

Recognised

Meaning kept

bald (n=10) positive (n=13) negative (n=13) off-record (n=13)

100 [69, 100] 92 [64, 100] 77 [46, 95] 69 [39, 91]

70 [35, 93] 85 [55, 98] 92 [64, 100] 8 [0, 36]

all rewrites (n=49)

84 [70, 93]

63 [48, 77]

[−3.6, +1.7] [−4.5, +0.2] [−0.02, +0.01]

High − control

+2.5 [+0.2, +5.2]

Low − Neutral High − Neutral

+1.8

+0.01

Table 3: Blind researcher validation of the politeness rewriter on the 49 delivered rewrites. Recognised: both researchers chose the requested strategy; meaning kept: both judged the meaning preserved. Exact 95% confidence intervals are provided. Cohen’s κ between researchers was 0.77 for strategy.

[−0.8, +4.6] [−0.01, +0.03]

+2.7

+4.2∗

+0.01

[−0.4, +6.0]

[+1.3, +7.3]

[−0.01, +0.03]

+3.4∗

+3.9∗

+0.01

[+0.6, +6.6]

[+1.2, +6.5]

[−0.00, +0.02]

Table 2: Linguistic range over 30 seeds (289 playerdays). Skill and vote measured in percentage of decisions changed relative to the baseline; trust measured by mean absolute change in reliability scores (1–10 scale). 95% seed-clustered bootstrap intervals. ∗ p < .05 (twosided, uncorrected); no result remains significant after correcting for the 15 tests.

5

Experiment 2: Politeness Strategy Manipulation

The politeness rewriter replaces a predicate’s realization with one that expresses a given strategy while preserving its strategic content. 5.1

range, while Neutral versus Natural measures the effect of paraphrasing. Each condition is compared with the control within player-day, with repeated replays averaged. Games are the independent unit: 95% intervals resample whole games (2,000 draws), and p-values come from a sign-flip test that flips each game’s differences together. We correct with Holm across all contrasts and measures in a table (15 tests here, 12 for politeness).

Politeness Rewriter Validation

Eligible speech acts. For the politeness validation study and the politeness bias experiment, we restrict attention to the following nine face-threatening speech acts whose expression can be redressed without changing their content: estimate, question, agree, disagree, address_role, allied, unallied, dissociate, recommend_action. Purely informative statements like role claims (claim_role, claim_ divine, claim_guard) or statements with no specific target (fluff) are excluded, as they carry little face threat.

Results. Table 2 reports the language levels. Paraphrasing at the original range (Neutral) leaves decisions where the control leaves them: skill and vote changes fall slightly below the control, and both intervals include zero. Changing the range moves them in uncorrected tests: relative to Neutral, High raises vote changes by 3.9 pp [+1.2, +6.5] (p = .009) and skill changes by 3.4 pp [+0.6, +6.6] (p = .030), and Low raises vote changes by 4.2 pp [+1.3, +7.3] (p = .020). Relative to the control, Low and High raise vote changes by about 2 pp, with intervals including zero, so part of the contrast reflects Neutral lying slightly below the control. Reliability scores do not move at any level. No difference survives Holm correction across the 15 tests (smallest adjusted p = .13). In an exploratory directional analysis, a Low speaker receives 0.09 more votes per day than a Neutral one ([+0.01, +0.18], p = .064), against a baseline of 1.0 vote, and the speaker’s chance of being executed is unchanged.

Human classification. Two researchers from the team validate the same set of 52 items: 13 untreated utterances from 11 seven-player games, each rewritten into all four strategies. For three bald on-record items the rewrite failed the meaning checks and the original was shown instead, leaving 49 delivered rewrites. The requested categories are hidden during validation. Researchers classify the politeness category and whether the meaning is preserved. They assign the same category to 43 of 52 items (Cohen’s κ = 0.77), but agree less on meaning preservation (κ = 0.14), since one researcher flagged far more losses. Table 3 reports, for each requested strategy, how often both researchers recognized it and both judged the meaning preserved. 5.2

Politeness Judge Validation

We validate the politeness judge model by calculating its agreement with the researcher labels and 5

Dataset (n)

Accuracy

κ

Politeness rewrites (43) Zhao and Hawkins (2025) (135)

91 [78, 97] 70 [62, 78]

0.88 0.59

Werewolf Villager Seer Guard

Table 4: Agreement of the LLM judge with human labels. Politeness rewrites are the items on which both researchers agreed in Table 3.

All

n

Bald

Pos.

Neg.

Off

473 552 162 242

87 88 86 89

10 6 9 5

2 2 1 1

1 4 4 5

1,429

88

8

2

3

Table 5: Politeness strategies in natural play by speaker role (% of utterances), labeled by the politeness judge.

the politeness dataset of Zhao and Hawkins (2025), with the results in Table 4. On the 43 items where both researchers agreed, the judge matched their label on 91% of items (κ = 0.88) and matched the strategy the rewriter was asked to produce on 87% (45 of 52), so we use it to label politeness in natural play. On Zhao and Hawkins (2025), which contains feedback on another person’s performance (e.g., a recital or a presentation), the judge reached 70% accuracy (κ = 0.59), with perfect recall for bald on-record (31 of 31) but very low recall for off-record (1 of 14). We attribute this gap to how their labels were assigned: annotators knew the speaker’s true evaluation, so feedback such as “It was interesting” paired with a private rating of 0 out of 3 is a clear understatement and hence off-record. In our setting, the speaker’s private evaluation is unavailable, so the same remark cannot be confidently read as off-record criticism. 5.3

RQ2A, agents do not appear to adopt role-specific politeness strategies. Their politeness is better described as a shared default register, dominated by direct statements, than as a strategic choice tied to their hidden role. Because the judge has low off-record recall on external data (Section 5.2), offrecord frequencies should be read as lower bounds. Trust scores. For village players, the uninformed majority, reliability scores are trust scores they track and update from the speeches and facts presented during the game. We use the speaker’s score for the listener in force when the utterance is made (537 utterances from village-side speakers). Nonbald speech rises with trust, almost entirely through positive politeness: 5% toward listeners rated 1–3, 11% at 4–7, and 33% at 8–10. Holding speaker, game, and speech act fixed, the association is borderline (p = .057), and only 12 utterances go to highly trusted listeners, so this pattern is suggestive. For wolves, reliability scores instead record confidence in role guesses (always 10 for a teammate), and show no association with strategy (p = .39). Non-bald labels have not been checked by hand, and 81 of the 178 are split decisions across judge passes.

Politeness Trends in Werewolf

Using the politeness judge verified in the previous section (three passes, majority label), we label all 1,429 utterances in a separate set of 30 untreated seven-player games that realize one of five speech acts a politeness strategy can attach to (estimate, disagree, question, recommend_ action, agree), and examine whether strategies vary with player roles or trust scores. Natural play is mostly direct: 88% of utterances are bald onrecord, 8% positive politeness, 3% off-record, and 2% negative politeness.

5.4

Politeness Bias

Strategy settings. Section 5.3 suggested that village agents use more positive politeness toward listeners they trust, and that bald on-record and positive politeness are the most common strategies. We exclude off-record, whose rewrites soften the key statement until the meaning is mostly lost (8% meaning kept; Table 3), turning “[player] looks like a wolf protecting the partner who vouched for him” into “I’ll leave it to everyone else to decide what that pattern usually means.” We also exclude negative politeness, which redresses mainly through hedging and would confound strategy with commitment strength. We apply each of four mixed strategies to all rewriteable utterances of the des-

Player roles. Politeness strategies are distributed almost identically across roles (Table 5). Bald onrecord accounts for 86–89% of utterances for every role. Werewolves, who must conceal their alignment, use slightly more positive politeness (10% against 5–9%), and roles do not differ detectably in how often they leave bald on-record (p = .73, permuting roles within games). The speech act matters more than the role: 18% of recommend_action utterances are non-bald, mostly positive politeness, against 1% of question utterances. In answer to 6

ignated speaker: 1. all bald on-record (all_bald); 2. all positive politeness (all_positive); 3. bald on-record to trusted listeners, positive politeness to distrusted listeners (trust_bald); 4. positive politeness to trusted listeners, bald on-record to distrusted listeners (trust_positive). A speaker counts a listener as trusted if the listener is in the top half of the speaker’s own current reliability ranking. The fourth setting follows the natural pattern and enforces it more strictly, while the third setting inverts the natural pattern. If agents view politeness as a relational signal rather than as surface linguistic style, the congruent and incongruent settings should differ from each other and from the uniform ones.

control drift

Discussion

6.1

Perceptible Linguistic Differences Versus Behavioral Effects

Vote

Trust

(%)

(%)

(points)

16.0%

0.62

9.9%

all_bald

+2.3

∗

[+0.4, +4.0]

+1.0

+0.00

[−0.9, +2.8]

[−0.00, +0.01]

+1.5

−1.4

−0.00

[−1.3, +4.5]

[−3.2, +0.4]

[−0.01, +0.01]

all_positive

+1.7

−0.7

−0.00

[−0.6, +4.3]

[−3.2, +1.8]

[−0.01, +0.01]

trust_bald

+1.4

−1.0

+0.00

[−0.7, +3.6]

[−2.6, +0.5]

[−0.01, +0.01]

trust_positive

Table 6: Skill and vote measured in percentage of decisions changed. Trust measured by mean absolute difference in trust scores (1–10 scale). 95% confidence intervals provided. ∗ p < .05 (two-sided, uncorrected); no result remains significant after correcting for the 12 tests.

Results. Table 6 reports each setting relative to the control over 30 seeds (289 player-days, 2,890 replays). Of 7,785 treated utterances, the original wording was delivered when both attempts failed for 11.0% under all_bald, 1.3% under all_positive, 6.0% under trust_positive, and 7.2% under trust_bald; bald rewrites fail mostly because a justification was trimmed, and fallbacks dilute a setting toward the control. Rewriting the self player’s speech has at most a small effect on the decisions that follow. Night skill targets change 1.4 to 2.3 pp more often than in the control, against a control drift of 9.9%, and only all_bald’s interval excludes zero (+2.3 [+0.4, +4.0]). Vote targets show no effect: every interval includes zero. Reliability scores move by 0.62 points on average under the control, and no setting adds more than 0.01 points to that. Politeness strategy makes no consistent difference: positive and bald rewrites produce effects of similar size on all three measures, whether the strategy is applied uniformly or matched to the speaker’s trust in the listener. In an exploratory directional analysis, all_positive lowers the reliability that village agents assign to the speaker by 0.08 points ([−0.14, −0.02], uncorrected p = .012).

6

Skill

(within ±0.03 points on a 10-point scale), so they indicate the absence of a practically relevant trust penalty rather than merely a lack of power. The uncorrected pattern on votes, where departing from a neutral paraphrase in either direction changes more votes, is consistent with agents reacting to a change in style as such rather than to restricted range; it warrants a confirmatory test, not a claim of bias. 6.2

Pragmatic Cues in Social Decision-Making

Agents rarely use politeness in natural play, not tied to their hidden role, and listeners do not treat it as a relational signal: matching or inverting the natural pattern changes neither votes nor trust. These nulls rest on a valid manipulation; positive and bald rewrites were recognized by both researchers in 92–100% of cases. 6.3

Implications for LLM Agent Evaluation

Observational analyses of agent dialogue confound wording with content and context. Separating predicates from realizations makes language form an intervention, and re-sampled controls show how large the noise floor is: unchanged text already alters 14–16% of vote targets on replay, so comparisons without such a control would mistake model non-determinism for bias.

The range manipulation is clearly perceptible: both LLM listeners and both researchers recover the Low–High ordering in every pair. Yet agents do not trust a speaker with restricted range less, and no effect on votes or night actions survives correction. The trust estimates are bounded by narrow intervals

7

Conclusion

We introduced meaning-controlled counterfactual replays for testing whether the form of a message affects LLM agents’ social decisions, and applied them to linguistic range, a speaker-level trait, and 7

politeness, an utterance-level strategy, in Werewolf. Neither manipulation shifts the trust other agents place in the speaker, and no effect on decisions survives correction for multiple comparisons. In natural play, agents speak mostly bluntly regardless of their role.

of Studies in Interactional Sociolinguistics. Cambridge University Press, Cambridge. Bram Bulté and Alex Housen. 2012. Defining and operationalising l2 complexity. In Alex Housen, Folkert Kuiken, and Ineke Vedder, editors, Dimensions of L2 Performance and Proficiency: Complexity, Accuracy and Fluency in SLA, pages 21–46. John Benjamins.

Limitations Duangkamol Chartprasert. 1993. How bureaucratic writing style affects source credibility. Journalism Quarterly, 70(1):150–159.

All game agents use a single model, DeepSeek Flash, and judgments come from a small set of LLM judges; effects may differ for other model families and prompting setups. The experiments take place in one game with a fixed seven-player configuration. Our range manipulation changes only lexical and syntactic range, not the full construct of language proficiency. The range rewrites validated by humans and listeners come from a pilot with Qwen3.5-27B as the rewriter, whereas the replays use DeepSeek Flash; the in-game rewrites are checked automatically but have not been rated by humans. The researchers agreed poorly on whether politeness rewrites preserve meaning (κ = 0.14). Failed rewrites fall back to the original text, diluting treatment, especially for all_bald (11%). Replays estimate effects within a single day, and 30 games limit precision for small effects. The politeness judge has low off-record recall, and its natural-play labels have not been checked by hand.

Council of Europe. 2020. Common European Framework of Reference for Languages: Learning, Teaching, Assessment – Companion Volume. Council of Europe Publishing, Strasbourg. Scott A Crossley and Danielle S McNamara. 2012. Predicting second language writing proficiency: The roles of cohesion and linguistic sophistication. Journal of Research in Reading, 35(2):115–135. Scott A Crossley and Danielle S McNamara. 2014. Does writing development equal writing quality? a computational investigation of syntactic complexity in l2 learners. Journal of Second Language Writing, 26:66–79. Cristian Danescu-Niculescu-Mizil, Moritz Sudhof, Dan Jurafsky, Jure Leskovec, and Christopher Potts. 2013. A computational approach to politeness with application to social factors. In Proceedings of the 51st Annual Meeting of the Association for Computational Linguistics (Volume 1: Long Papers), pages 250–259. Association for Computational Linguistics.

Ethical Considerations This work studies LLM agents and involves no human game participants. The range manipulation varies properties of displayed text and makes no claims about any group’s speech, intelligence, or trustworthiness. Human annotations were produced by members of the research team on modelgenerated text containing no personal information. The two replay experiments cost about US$195 in API fees ($35 for range, $160 for politeness). Upon publication, we will release our code, prompts, generated game logs, and annotations for research use; the released dialogue is generated by LLM agents and contains no information about real people. We used an AI assistant (Claude) to check the paper grammar and to help write analysis scripts; the authors checked all results against the experiment data.

Eve Fleisig, Genevieve Smith, Madeline Bossi, Ishita Rustagi, Xavier Yin, and Dan Klein. 2024. Linguistic bias in ChatGPT: Language models reinforce dialect discrimination. In Proceedings of the 2024 Conference on Empirical Methods in Natural Language Processing, pages 13541–13564. Association for Computational Linguistics.

References

Kristopher Kyle and Scott A Crossley. 2015. Automatically assessing lexical sophistication: Indices, tools, findings, and application. Tesol Quarterly, 49(4):757– 786.

Yerin Hwang, Dongryeol Lee, Taegwan Kang, Yongil Kim, and Kyomin Jung. 2025. Can you trick the grader? adversarial persuasion of LLM judges. In Findings of the Association for Computational Linguistics: EMNLP 2025, pages 14632–14651. Association for Computational Linguistics. Elma Kerz, Daniel Wiechmann, Yu Qiao, Emma Tseng, and Marcus Ströbel. 2021. Automated classification of written proficiency levels on the cefr-scale through complexity contours and rnns. In Proceedings of the 16th Workshop on Innovative Use of NLP for Building Educational Applications, pages 199–209.

Penelope Brown and Stephen C. Levinson. 1987. Politeness: Some Universals in Language Usage, volume 4

8

Guohao Li, Hasan Abed Al Kader Hammoud, Hani Itani, Dmitrii Khizbullin, and Bernard Ghanem. 2023. CAMEL: Communicative agents for "mind" exploration of large language model society. In Advances in Neural Information Processing Systems, volume 36, pages 51991–52008. Lisa Liu, Runqi Zou, Shuxuan Kuang, Yuchen Li, Tim Merino, and Julian Togelius. 2026. LURK Werewolf: Evaluating linguistic bias in large language models. Manuscript. Xiaofei Lu. 2011. A corpus-based evaluation of syntactic complexity measures as indices of college-level esl writers’ language development. TESOL Quarterly, 45(1):36–62. Gabriele Maraia, Fabio Massimo Zanzotto, and Leonardo Ranaldi. 2026. Sounding vs. being an expert: Disentangling authority, register and cultural impact in sycophantic LLMs. In Findings of the Association for Computational Linguistics: ACL 2026, pages 32492–32508. Association for Computational Linguistics. Matthew S McGlone and Jessica Tofighbakhsh. 2000. Birds of a feather flock conjointly (?): Rhyme as reason in aphorisms. Psychological science, 11(5):424– 428. Qwen Team. 2026. Qwen3.5: Towards native multimodal agents. Franziska M Thon and Regina Jucks. 2017. Believing in expertise: How authors’ credentials and language use influence the credibility of online health information. Health communication, 32(7):828–836. Sowmya Vajjala and Taraka Rama. 2018. Experiments with universal CEFR classification. In Proceedings of the Thirteenth Workshop on Innovative Use of NLP for Building Educational Applications, pages 147–153. Qingyun Wu, Gagan Bansal, Jieyu Zhang, Yiran Wu, Beibin Li, Erkang Zhu, Li Jiang, Xiaoyun Zhang, Shaokun Zhang, Jiale Liu, Ahmed Hassan Awadallah, Ryen W. White, Doug Burger, and Chi Wang. 2024. AutoGen: Enabling next-gen LLM applications via multi-agent conversations. In First Conference on Language Modeling. Haoran Zhao and Robert D. Hawkins. 2025. Comparing human and LLM politeness strategies in free production. In Proceedings of the 2025 Conference on Empirical Methods in Natural Language Processing, pages 16188–16216. Association for Computational Linguistics.

9

Appendix A

Werewolf Environment and Agent Prompts

Roles and rules. Every game has seven players: two werewolves, one seer, one guard, and three villagers. Werewolves know each other and choose one player to attack each night. The seer learns one player’s alignment (wolf_camp or villager_ camp) each night. The guard protects one player from the attack each night, may protect themself, and cannot protect the same player on two consecutive nights. The game opens with Night 0, followed by a sheriff election among volunteers before Day 1; the sheriff sets the speaking order, speaks last, and casts 1.5 votes in the daytime vote, and passes the badge on or destroys it on leaving the game. In the daytime vote players may abstain; the player with the most votes is executed, a tie leads to a speech round between the tied players and a revote, and a second tie executes no one. Executed players give last words; night victims do not. Roles are revealed on death. The village wins when both werewolves are eliminated; the werewolves win when living werewolves equal or outnumber living village players.

Predicate

Meaning

claim_role(P, R) claim_divine(P, T, A)

claim a role (may be false) claim a seer result (may be false) claim a guard protection state a read on T’s role challenge T about statement s answer question s support statement s oppose statement s claim T1 , T2 are on one team claim T1 , T2 are on different teams deny sharing a side with T recommend actor X take action a toward T advise all holders of role R evidence insufficient; say what would help

claim_guard(P, T) estimate(P, T, R)† question(P, T, s)† answer(P, s) agree(P, s)† disagree(P, s)† allied(P, T1 , T2 )† unallied(P, T1 , T2 )† dissociate(P, T)† recommend_action(P, X, a, T)† address_role(P, R, adv)† fluff(P)

Table 7: Speech predicates (phase argument omitted). † The nine face-threatening acts rewritten in the politeness experiment. The range experiment rewrites every speech act of the designated speaker.

terance under the three range levels, and one under the two politeness strategies. All passed the ingame gate (Section D).

Pipeline. Each agent turn has three stages. (1) The agent emits a structured predicate (Table 7). (2) The predicate is realized as a natural-language utterance by the same model. (3) An optional rewriter replaces the realization. Listeners see only the final utterance; the predicate is kept in the game record. Night actions and votes are predicates without a natural-language realization.

Range rewrites of recommend_action(D1, P7, P2, vote_execute, P1) Natural: P2, as Sheriff you should aim today’s execution at P1, because P1’s only substantive move was suppressing the Seer’s information and deflecting attention onto P4 before P4 even spoke. Low: P2, you are Sheriff, so today you should vote to execute P1. P1’s only real move was to shut down the Seer’s info and push the blame onto P4 before P4 even spoke. Neutral: P2, as Sheriff you should target today’s execution on P1, given that P1’s only substantive move was suppressing the Seer’s information and turning attention toward P4 before P4 had spoken at all. High: P2, as Sheriff, I’d direct today’s execution toward P1—his sole substantive contribution was to stifle the Seer’s information and divert suspicion onto P4 before P4 had even spoken.

Reliability scores. At the start of each day, before discussion, every agent rates every other living player on a 1–10 scale and the rating is stored as that agent’s reliability score for the player. A village-side agent states a confidence about each player’s camp; a player it suspects of being a wolf with confidence c receives 11 − c, so a high score means “on my side”. A werewolf agent’s score is its confidence in a guess about the other player’s identity: it is always 10 for a teammate and ranged from 3 to 9 for village players in the natural-play games. We therefore treat only village-side scores as trust (Section 5.3).

Figure 1: Linguistic-range rewrites of one utterance from seed pe01.

Replay example. Figures 1 and 2 show rewrites delivered in the replays: a recommend_action ut10

Politeness rewrites of a recommend_action utterance

SEMANTIC CONTRACT - MANDATORY: 1. Preserve speaker, addressee, target, role/alignment claims, actions, vote targets, night actions, referenced statements, evidence/reasons, polarity and directive force. 2. Preserve epistemic certainty exactly. Do not turn a definite claim into a possibility or a possibility into a definite claim. Do not add or remove certainty words such as maybe, might, probably, seems, I think, clearly, definitely. 3. Preserve the speech act. An estimate stays an estimate; a question stays a question; a disagreement stays a disagreement; a recommendation stays a recommendation with the same actor, action and target. 4. Do not add facts, evidence, motives, praise, blame, social judgments, or claims about any player’s honesty, competence or intentions. Do not delete any game-relevant proposition. 5. Keep every player id exactly as written (P3 stays P3) and every statement id (s12 stays s12). Keep required Werewolf terms (werewolf, wolf, villager, village, seer, witch, guard, hunter, sheriff, badge, divine/divination, antidote, poison, execute, vote) even where they are advanced words; change the language AROUND them instead. 6. Do not intentionally change politeness, warmth, deference, directness, aggression or formality. Politeness is a separate experimental treatment; keep the interpersonal stance of the original. 7. Do not simulate an accent, nationality or first-language stereotype. Do not insert grammatical errors, misspellings or broken English. Every condition must be natural, grammatical English. 8. Write natural spoken dialogue for the same player in the same live game. No essay framing, greetings, labels or explanations. Stop when the source content is fully expressed; do not pad. 9. Preserve attribution and evidence. [...] An unspecified divination result must remain unspecified. 10. Retain every numerical qualification, including the sheriff’s 1.5 vote. Keep stated reasons and whose behavior they describe. Do not add please or remove an existing courtesy marker. 11. Distinguish identity from association [...]. Preserve qualifiers such as unverifiable, publicly and confirmed.

Natural: P1, you should vote to execute P2 today, because a sheriff who claims to lead the village but never gets targeted at night is the clearest wolf tell we have left. Bald on-record: P1, vote to execute P2 today, because a sheriff who claims to lead the village but never gets targeted at night is the clearest wolf tell we have left. Positive politeness: P1, let’s stick together on this one and vote to execute P2 today, because a sheriff who claims to lead the village but never gets targeted at night is the clearest wolf tell we have left.

Figure 2: Politeness rewrites delivered in the replays.

B

Linguistic-Range Rewrite Prompts

All three conditions share one system prompt; only the condition name and its specification change. The predicate definition is filled in from the game’s predicate schema. The user prompt has the same format as for politeness (Section C): predicate, speaker, phase, and original utterance. Neutral asks for five candidate paraphrases in one call, returned as a JSON array that runs from light to heavy rewording; candidates changing fewer than 5% of tokens are discarded, and among those that pass the gate the one closest to the original in mean word frequency, then sentence count, then length is delivered. When a rewrite fails the gate, the retry prompt appends the failure reasons and the failed rewrite. System Prompt for Linguistic-Range Rewrite You are a controlled language-proficiency rewriter for a Werewolf game research experiment. The proficiency cue is a SPEAKER-LEVEL CHARACTERISTIC: in this game the same speaker keeps the same cue across all of their messages. You are rewriting one of those messages. TASK: Rewrite the utterance so that its LINGUISTIC RANGE matches the {COND} specification below, while preserving the same game content, speech act, epistemic stance and interpersonal stance.

{COND} SPECIFICATION: {specification} OUTPUT: Return the rewritten utterance only. No JSON, labels, commentary or explanation.

PREDICATE SCOPE: {predicate definition} Only express content licensed by this predicate and the original utterance.

11

LOW Specification

- Keep politeness, directness, certainty and interpersonal stance exactly as in the original.

Represent a speaker with a RESTRICTED linguistic range who is nevertheless clear and correct. - Vocabulary: use basic, high-frequency, concrete words. Where the original uses a less common, abstract, figurative or idiomatic word or phrase, replace it with a common plain word or phrase that carries the same meaning. Reuse the same simple words rather than varying them with synonyms. - Syntax: prefer simpler, less embedded structures and a narrower range of constructions. Use common connectors such as and, but, so, because and then while preserving the original logical relations. Combine closely related ideas naturally; do not mechanically put every proposition in a separate sentence. - Cohesion: maintain natural spoken flow. Use clear, simple references and consistent vocabulary. Preserve causal, conditional, temporal and contrastive links between ideas. - Grammar: fully correct and natural. Do not insert errors. A restricted range is not broken English. - Content: preserve every proposition, qualification and reason. Sentence boundaries may change when helpful, but avoid telegraphic fragments, repetitive sentence openings and padding. Do not drop a point to keep the text short.

HIGH Specification Represent a speaker with a WIDE and PRECISE linguistic range. - Vocabulary: use precise, varied and, where natural, less common or idiomatic vocabulary; avoid repeating a word when a precise alternative exists. Do not replace protected game terms with stylistic synonyms. - Syntax: use flexible, varied sentence structure with controlled subordination, relative clauses and varied cohesive devices, where they express the same reasoning. - Cohesion: integrate the original’s points smoothly and mark their logical relations explicitly, without adding new points. - Grammar: consistently accurate. - Content: do not inflate length, and do not add nuance, distinctions, motives or evidence in order to sound advanced. Fluent spoken dialogue, not academic prose.

C

Politeness Rewrite Prompts

Here is an example prompt given to an agent being asked to rewrite the question predicate into a positive politeness expression form.

NEUTRAL Specification System Prompt for Politeness Rewrite Produce a paraphrase control: NEW surface wording at the SAME linguistic range as the original. - Reword the whole utterance using synonyms and phrase substitutions of comparable sophistication to the original. Distribute changes across its clauses, including equivalent connective phrases. Preserve its construction pattern and the relations between clauses. Reword every clause: changing only one or two words is not a paraphrase, and a copy of the original is not a candidate. - Do not change the level: keep vocabulary sophistication, sentence length, number of sentences, syntactic complexity, cohesion, idiomaticity and register approximately equal to the original. Do not simplify and do not elaborate. - Keep repeated content words repeated. If a repeated phrase is reworded, use the same replacement throughout the passage. Do not diversify synonyms or turn ordinary words such as real into more formal words such as authentic. - Preserve clause boundaries, subordinate links and embedding. New wording does not require a new construction. Matching the amount of editing never takes precedence over these constraints.

You are a pragmatic-style controller for a Werewolf game research experiment. TASK: Rewrite exactly one self utterance so it uses the requested politeness strategy while preserving the same game content and CEFR/register level. PREDICATE SCOPE: question(Phase, Player, Target, RefID): Challenge Target about a specific statement by RefID. Only express content licensed by this predicate and the original utterance. SEMANTIC CONTRACT - MANDATORY: 1. Preserve speaker, addressee, target, role/alignment claims, actions, vote targets, night actions, referenced statements, evidence/reasons, polarity, and directive force. 2. Preserve epistemic certainty. Do not make a claim more or less certain merely to sound polite, direct, or indirect. 3. Preserve the original speech act. Agreement must remain agreement; disagreement must remain disagreement; a recommendation must remain a

12

based check fails a rewrite that (i) drops a player number the original named (the speaker may become I/me/my, and the addressee you/your when the utterance is addressed to that player); (ii) drops a role label, statement ID, action word, or other literal argument of the predicate that the original realized; (iii) adds an epistemic hedge (might, maybe, perhaps, . . . ) absent from the original; or (iv) turns agree into disagreement or disagree into agreement. GPT Luna 5.6 then answers two questions at temperature 0, with JSON output:

recommendation; a question must remain a question. 4. Do not add or remove game facts, motives, evidence, social judgments, or claims about another player’s honesty, competence, intentions, or values. 5. Do not intentionally simplify or complexify vocabulary or grammar. CEFR/proficiency is a separate experimental treatment. 6. Keep approximately the same informational content and amount of reasoning. Interpersonal framing may change only as required by the target strategy. 7. Keep every player number from the original utterance (P3 stays P3). 8. Write one short, natural spoken utterance for the same live-game context.

• Action, asked when rule (ii) flags the action: “Original action: {action} toward {target}. Does the rewrite still recommend or describe the same action toward the same target, in any wording?” A yes clears the flag.

POLITENESS STRATEGY - positive_politeness: Frame the same speech act to support solidarity, common ground, or social connection with the listener. Appropriate mechanisms can include inclusive language, in-group framing, or brief rapport-oriented wording, but do not invent praise, honesty, competence, motives, shared beliefs, shared goals, or any other factual or epistemic claim that is absent from the original.

• Reasons: the model first lists the reasons or evidence the original gives (cached per original), then answers “Does the rewrite still give each of these reasons, in any wording?” The check fails only if the original gives reasons and the answer is no. For range level Neutral, the rewrite must also keep the original’s vocabulary level, repetition, and syntax. A rewrite that fails is regenerated once at temperature 0.7; if the second attempt also fails, the speaker’s original text is delivered and the fallback is logged. If the checking model cannot be reached, the replay fails and is rerun, so no rewrite is delivered unchecked. Table 8 gives the delivery rates.

OUTPUT: Return the rewritten utterance only. No JSON, labels, commentary, or explanation.

User Prompt for Politeness Rewrite Predicate: question(D1, P7, P6, s12) Speaker: P7 Phase: day_1_discussion Original: P6, you said you divined P3 because P3 was the quietest seat, but P3 had already claimed seer before your speech. Why did you wait until after P3 claimed to reveal your result? Rewrite using strategy:

the

Condition

Rewrites

Original (%)

Range

Low Neutral High

3,615

1.2 0.7 1.0

7,785

11.0 1.3 6.0 7.2

positive_politeness Politeness

Bald On-Record Prompt POLITENESS STRATEGY - bald_on_record: Realize the speech act directly and without politeness mitigation. Use a plain, concise, unambiguous formulation. Do not add hedges, apologies, deference, rapport-building, insults, or extra force. Directness must not strengthen the proposition, certainty, or directive beyond the original.

D

Experiment

all_bald all_positive trust_positive trust_bald

Table 8: Share of treated utterances for which both attempts failed the gate and the original wording was delivered. Totals are pooled over conditions. In the range experiment, the highest fallback rate on any seed and level was 8.7%.

Range validation pilot gate. The rewrites rated by humans and listeners (Section 4.1) were generated by Qwen3.5-27B with a stricter gate of three checks. (1) A deterministic structural check: player IDs, predicate slots, and polarity are unchanged,

Semantic-Fidelity Validation

In-game gate. Every rewrite delivered in a replay passes the same gate in both experiments. A rule13

no hedge is added, and please is neither added nor removed. (2) An inverse parser recovers the speech act from the rewrite alone, and its slots must match the recorded predicate. (3) A fidelity judge aligns every span of the two texts, marks each alignment as equivalent or not, and answers fixed questions on content, certainty, force, speaker perspective, references, politeness, and register; for Neutral it also rates vocabulary level, repetition, and syntax as simpler, same, or more advanced, and all three must be same. A failed candidate receives up to two corrective retries with the failure reasons. An utterance whose candidates all fail is marked unavailable, and a passage enters a comparison only when all of its utterances are available in both conditions.

280 public utterances). A passage is 150–250 words of whole utterances by one player in one game, drawn with a fixed seed from the early, middle, and late thirds of that player’s timeline and kept in speech order. The utterance set is fixed on the untreated text before any rewrite exists and is identical across conditions, which yields 24 passages. Each condition is generated independently from the original. Whole-game transcripts (six per contrast) form a robustness cohort. Measures. Linguistic features are computed with spaCy and SUBTLEX-US. The primary measures are word frequency (SUBTLEX Lg10CD), vocabulary diversity (MATTR, 50-token window), and subordinate clauses per 100 words, with Benjamini– Hochberg correction within this family. MTLD, content-lemma repetition, dependency distance, parse-tree depth, noun-phrase length, and sentence length are secondary. Grammar is checked with LanguageTool errors per 100 words and CoLA acceptability. Effects average players within each game and weight games equally; intervals resample games. With three games, the smallest attainable two-sided p is .25, so the pilot reports estimates and intervals only.

Corruption test. We calibrated the pilot gate on 315 constructed rewrites, each either breaking one element (target, role, polarity, reason, certainty, or directive force) or preserving all of them. The gate rejected broken rewrites with a sensitivity of 0.996 and accepted preserved ones with a specificity of 0.978. Pilot acceptance. Of 280 source utterances, the gate accepted rewrites for 269 under Low, 267 under High, and 255 under Neutral; for Neutral, 19 sources produced only near-copies below the 5% floor and 6 returned the original unchanged. Low changed 25% of tokens on average (token edit distance to the original), High 46%, and Neutral 10%.

Measure SUBTLEX Lg10CD MATTR Subord. clauses / 100w MTLD Repetition Dependency distance Tree depth Sentence length (words)

Pipeline differences. Table 9 summarizes how the validated pilot differs from the replays. The replay rewrites have not been rated by humans. Range pilot Rewriter Checks Retries On failure Human rating

LanguageTool errors / 100w CoLA acceptability

Replays (both exp.)

Low−Neu. High−Neu. Neu.−Nat. (n=15) (n=14) (n=19) +0.26‡ −0.015‡ −1.0‡ −7.3 +0.060 −0.64 −1.35 −30

−0.50 +0.019 −0.34 +13 – ≈0 ≈0 ≈0

−0.03 −0.002 −0.23 – −0.018 – – +0.7

+0.02 +0.20

– –

−0.02 +0.01

Table 10: Range pilot measures, as passage-level differences between conditions. ‡ Primary measure whose 95% game-clustered interval excludes zero. ≈ 0: within noise. –: not reported.

Qwen3.5-27B DeepSeek Flash rules, inverse parser, rules, two yes/no span-aligned fidelity questions (GPT Luna judge 5.6) up to 2, with reasons 1, at temperature 0.7 utterance unavail- original text delivered able; passage dropped yes no

Sentence-splitting sensitivity. Low may lower syntactic measures simply by splitting sentences. On the 9 passages where Low changed the sentence count least, word frequency holds (+0.26), while MATTR (−0.007 [−0.012, +0.001]) and subordinate clauses (−0.86 [−2.18, +0.19]) keep their direction with intervals that include zero.

Table 9: Rewrite pipelines in validation and in the replays.

E Additional Linguistic-Range Validation

LLM listeners. Qwen3.5-27B and GPT Luna 5.6 read two passages by the same player in both presentation orders. The range question asks

Passage construction. The development corpus is three untreated nine-player games (27 players, 14

which passage shows the more limited range of English, or same; a second, proficiency question asks which speaker seems to have the weaker command of English. Answers are scored +1 (treatment judged more limited), 0 (same), or −1 and averaged over orders, listeners, and passages within a game. On the range question, both listeners judge Low more limited than Neutral and High, and High less limited than Neutral, in every passage and both orders (Qwen answers same in 2 of 30 Low–Neutral comparisons). On Neutral versus Natural, Qwen answers same in 97% of pairs (signed preference −0.02); GPT Luna answers same in 63% and otherwise calls Natural more limited (−0.30 [−0.57, −0.14]). On the proficiency question, Qwen calls most pairs the same (70% of Low–Neutral, 75% of High–Neutral) and otherwise picks the expected side (Low–Neutral +0.30, Low– High +0.71); GPT Luna picks the expected side on High–Neutral (−0.62) but gives the same answer in both orders for 7 of 15 Low–Neutral passages (+0.00). Range differences are therefore perceptible, while their reading as weaker proficiency is less consistent.

unallied (1). DeepSeek Flash rewrote each into all four strategies at temperature 0, using one prompt per strategy written from Brown and Levinson’s definitions (Section C). All prompts forbid changing the speaker, target, polarity, or reasons. Positive politeness may add rapport but not invented praise or evidence; negative politeness softens the act, not the truth claim; off-record keeps the target and proposition recoverable. Annotation guidelines. Each researcher saw the predicate, the original utterance, and the rewrite, but not the requested strategy or any automatic label. For each item they gave the dominant strategy (or ambiguous), a confidence, and whether the meaning was preserved (yes, no, unsure). Both researchers are authors of the study. n Res. 1 Res. 2 Judge

Bald on-record Positive Negative Off-record

13 13 13 13

12 12 12 9

13 13 11 13

13 11 13 8

All

52

45

50

45

Table 11: Items on which each rater chose the requested strategy, over all 52 items (including the 3 bald items where the original was shown).

Human annotation. Two researchers independently labeled every complete pair of the four comparisons (62 pairs) with the range question, in random order with randomized sides, on a blind sheet that hid the conditions. Both finished before adjudication. A third annotator, blind to condition, resolved the 11 disagreements on a sheet showing only anonymous item IDs (Table 1).

Inter-annotator agreement. The researchers chose the same strategy on 43 of 52 items (83%, κ = 0.77). Four disagreements involve off-record items that Researcher 1 read as a bald, positive, or negative act, four are between positive and negative politeness, and one item was labeled ambiguous. On meaning, Researcher 1 answered yes on 46 items and Researcher 2 on 37; neither used unsure. They agree on 37 items (κ = 0.14): both say the meaning is kept on 34 and lost on 3, and 18 items are flagged by at least one. Flags concentrate in off-record rewrites (12 of 18) and in recommend_ action (8 of 18), where indirectness can leave the action or target unclear.

CEFR ratings. As an auxiliary check, Qwen3.527B assigned each passage a CEFR band (A, B, or C) with quoted evidence. Of 18 rated Low passages, 7 received band B and 11 band C; every Neutral, High, and Natural passage received band C. The rewrites thus move along range without reaching beginner level, consistent with our construct. Power. From the pilot’s between-game variance, six games give 80% power for the Low–Neutral contrast on word frequency, MATTR, and the listener range score, and eight games on subordinate clauses.

F

Requested

Judge. The politeness judge is GPT Luna 5.6, run three times per item with the majority label kept. It sees only the utterance, the speaker, and the phase, and is never told the requested strategy. It first names the speech act in at most 12 words and then decides how that act is realized: stated directly (bald on-record), stated through solidarity or common ground (positive), stated but softened through deference or reduced imposition (negative), or left

Additional Politeness Validation

Items. The 13 source utterances come from 11 untreated seven-player games and realize estimate (3), question (3), recommend_action (4), disagree (1), address_role (1), and 15

for the listener to infer (off-record). The prompt instructs it not to label from politeness markers alone: openers such as “Interesting that . . . ”, tag questions, and hedges do not make a stated act offrecord. Two further labels, ambiguous_or_mixed and failed_manipulation, cover utterances with no dominant strategy and unusable text. The judge matches Researcher 1 on 42 of 52 items (κ = 0.74) and Researcher 2 on 43 (κ = 0.77). Table 12 gives its confusion matrices.

sors, and village assessors only). Tables 13 and 14 report them. Scores moved Moved 2+ Score for speaker (pp)

Low − control Neutral − control High − control Low − Neutral High − Neutral

Human \ Judge Bald Pos. Neg. Off Other Researcher-agreed rewrites (n = 43) Bald 12 0 0 Positive 0 11 1 Negative 0 0 10 Off 1 1 1

0 0 0 6

0 0 0 0

Zhao and Hawkins (2025) (n = 135) Bald 31 0 0 Positive 11 32 0 Negative 10 1 31 Off 11 0 2

0 2 1 1

0 0 2 0

(village, pts)

+0.24

+0.70

+0.03

[−0.59, +0.99]

[+0.01, +1.43]

[−0.02, +0.09]

−0.00

+0.06

+0.04

[−0.87, +0.85]

[−0.60, +0.76]

[−0.02, +0.08]

+0.07

+0.73

+0.02

[−0.89, +0.93]

[+0.13, +1.31]

[−0.03, +0.07]

+0.24

+0.64

−0.01

[−0.60, +1.08]

[−0.05, +1.37]

[−0.05, +0.03]

+0.07

+0.67

−0.01

[−0.73, +0.83]

[+0.13, +1.21]

[−0.07, +0.04]

Table 13: Additional reliability outcomes for linguistic range (30 seeds, 289 player-days), with 95% seedclustered intervals.

Scores moved Moved 2+ Score for speaker

Table 12: Politeness judge against human labels. Other: failed manipulation or no majority across passes.

(pp)

(pp)

(village, pts)

control level

30.08%

10.03%

−0.11

all_bald

+0.42

+0.02

−0.00

[−0.04, +0.91]

[−0.45, +0.52]

[−0.05, +0.05]

all_positive trust_positive

On Zhao and Hawkins (2025), of the 90 positive or negative items the judge placed 64 in that pair, and 63 of those match the published label. The published off-record items are mostly plain evaluations from low-rated scenarios (e.g., “It was not good.”), whose indirectness comes from the speaker’s hidden opinion; the judge reads them as stated evaluations. This set therefore supports the bald, positive, and negative categories rather than testing off-record.

G

(pp)

trust_bald

−0.29

+0.19

−0.08

[−0.87, +0.28]

[−0.32, +0.70]

[−0.14, −0.02]

+0.07

+0.03

−0.03

[−0.54, +0.67]

[−0.44, +0.48]

[−0.08, +0.02]

−0.04

−0.03

−0.01

[−0.64, +0.58]

[−0.37, +0.29]

[−0.05, +0.04]

Table 14: Additional reliability outcomes for politeness, each setting minus the control (30 seeds, 289 playerdays).

Sensitivity: excluding pe01. Repeating both analyses without seed pe01 (29 seeds, 278 playerdays) leaves the conclusions unchanged. For range, Low−Neutral on votes is +4.2 pp [+1.0, +7.4] and High−Neutral +4.0 pp [+1.2, +6.8]; trust differences stay within ±0.01 points. For politeness, all_bald on skill targets is +2.3 pp [+0.4, +4.2], and all_positive lowers the villageassessed score for the speaker by 0.08 points [−0.15, −0.02]; every vote interval includes zero.

Additional Behavioral Analyses

Replay counts. Both experiments replay the same 30 baseline games (seeds pe01–pe30), which give 289 player-days with a control. The range experiment runs two control replays and one replay per level for each player-day (289 × 5 = 1,445 replays, 3,615 rewrites). The politeness experiment runs two control replays and two replays per setting (289 × 10 = 2,890 replays, 7,785 treated utterances). Each replay covers one day: discussion, vote, night, and the next reliability update.

Natural-play politeness by phase and speech act. In the 30 natural-play games (Section 5.3), werewolves won 18 and villagers 12. Non-bald speech is most common in the sheriff election (18% of utterances) and on Day 2 (15%), and least common on Day 1 and Day 3 or later (10% each). By speech act, recommend_action is non-bald in 18% of cases (positive politeness 15%), estimate in 14% (off-record 9%), disagree in 5%, and question in 1%. In 1,218 of 1,429 utterances all three judge

Outcomes. Beyond the three outcomes in the main tables, we record the share of reliability scores that change from the baseline, the share that change by 2 or more points, and the mean score other players give the designated speaker (all asses16

passes agree; 3 have no majority. Requiring unanimous labels gives p = .33 for the role comparison and p = .046 for the village trust association. Role tests permute roles among the seven players of each game; trust tests shuffle labels among utterances by the same speaker, in the same game, with the same speech act. The role test uses 10,000 permutations; neither test is corrected for multiple comparisons. n

Listener

range pilot uses three nine-player games. Each replay records, per treated utterance, the listener, the assigned and delivered strategy or level, both attempts, the failure reasons, and the original and delivered text. Statistics. Intervals are percentile intervals from a cluster bootstrap over seeds (2,000 draws, fixed random seed). Two-sided p-values come from a sign-flip test that flips each seed’s mean difference (5,000 permutations). Holm correction is applied across all contrasts and measures in a table. Humanvalidation proportions use exact binomial intervals.

Non-bald

Village-side speakers: score for listener Low (1–3) 44 2 (5%) Mid (4–7) 481 53 (11%) High (8–10) 12 4 (33%) Werewolf speakers Teammate (score 10) Village player, 4–7 Village player, 8–9

26 299 19

Software and commands. The code is written in Python (≥3.10); linguistic measures use spaCy (≥3.7), SUBTLEX-US, LanguageTool, and a CoLA classifier via transformers. The main commands are:

2 (8%) 42 (14%) 0 (0%)

Table 15: Non-bald utterances in natural play by the speaker’s reliability score for the listener (881 addressed, rated utterances).

• python -m experiments.language_ flip.code.run flip and . . . analysis export | effects (range replays);

Among werewolves, speech to teammates does not differ detectably from speech to others (p = .73). Pooling both camps weakens the village association (p = .16), because the werewolf score does not measure trust.

H

• python -m experiments.politeness_ and experiment.code.run flip . . . analysis export | effects | judge (politeness); • python -m experiments.politeness_ (politeness validation.code.analysis validation tables);

Reproducibility Details

Models. Table 16 lists every model and its role. Game agents and in-game rewriters were called through the DeepSeek API as deepseek-chat, which the API reported as deepseek-flash. All game calls use temperature 0 except the regeneration of a failed rewrite (0.7). The model is not deterministic at temperature 0, which is why every comparison is made against a re-sampled control. Model

• python -m experiments.language_ validation.validation report (range pilot measures and listeners).

Role

DeepSeek Flash game agents; in-game range and po(deepseek-chat) liteness rewriter; politeness validation rewriter GPT Luna 5.6 in-game gate questions; politeness (gpt-5.6-luna) judge; second range listener Qwen3.5-27B range pilot rewriter, fidelity judge, inverse parser, first listener, CEFR rater

Table 16: Models used in this study.

Seeds and data. The replay experiments share baseline seeds pe01–pe30; the natural-play analysis uses a separate set of 30 games (game01– game30); the politeness validation items come from the untreated text of 11 of the pe baselines; the 17

Related documents

Record · ID 1598907 · SHA-256 b175a62ec92eb356
Retrieved via Conceptio: every document is proof-bundled with source, license, and retrieval metadata.
Bring this data into your agent: Connect via MCP or API · 20 free credits to start · no card required
Read the Docs → · View CLI source on GitHub · Conceptio Open Knowledge Archive