Same Game, Different Feelings: Persona Prompts Modulate How Feedback Reshapes Internal Emotion Trajectories
Lia Lind
We investigate whether persona prompts change not just what a language model says, but how its internal representations respond to ongoing experience. Using Qwen2.5-1.5B-Instruct, we condition twelve persona prompts (crossing Extraversion × Neuroticism) in an adversarial Mastermind game engineered for five consecutive failures, under three feedback conditions: game results only, results plus supportive encouragement, and results plus length-matched neutral filler. We track activation trajectories along externally defined emotion directions (joyful, grief-stricken, furious) via cosine projection. Supportive feedback reliably reshapes trajectories relative to neutral filler—but not uniformly: it buffers joyful decline and furious rise while unexpectedly steepening grief-stricken rise, suggesting cosine projection onto emotion directions cannot be read as a simple mood indicator. Persona prompts further modulate the feedback effect at roughly one-tenth its magnitude, with six of nine planned contrasts surviving Holm correction. We release the experimental framework for reuse.
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@misc {
title={
(HckPrj) Same Game, Different Feelings: Persona Prompts Modulate How Feedback Reshapes Internal Emotion Trajectories
},
author={
Lia Lind
},
date={
},
organization={Apart Research},
note={Research submission to the research sprint hosted by Apart.},
howpublished={https://apartresearch.com}
}


