Zhongjiang Yao

Author directory

2026

Psychiatric consultation requires agents to elicit discriminative evidence, map uncertain narratives to diagnostic criteria, and decide when evidence suffices. Existing dialogue and retrieval-augmented systems condition policies on raw histories or appended passages, leaving observed evidence, missing checks, differentials, and support reliability entangled. We introduce MIND, a criteria-grounded evidence-state decision interface. At each turn, MIND constructs a typed state containing observed evidence, unresolved criterion checks, active differentials, criterion-linked supports, and reliability metadata. A training-split Psychiatric Reasoning Bank supplies gated supports, turning retrieval into state construction rather than prompt injection. The same state conditions action selection, process rewards, information-gain scoring, and trajectory rectification. Under EMR-grounded simulator protocols, MIND improves accuracy by 8.8 and 7.3 points over strong inference-only, RAG, and RL baselines, with gains transferring to public MDD-5k dialogues. Matched interventions attribute these gains to the shared state rather than prompt length, retrieval text, or formatting. MIND targets screening-level decision support, not autonomous diagnosis. Code is available at https://github.com/Lingxi-mental-health/MIND.
Large Language Models (LLMs) have increasingly enhanced or replaced traditional Non-Player Characters (NPCs) in video games. However, these LLM-based NPCs inherit underlying social biases (e.g., race or class), posing fairness risks during in-game interactions. To address the limited exploration of this issue, we introduce FairGamer, the first benchmark to evaluate social biases across three interaction patterns: transaction, cooperation, and competition. FairGamer assesses four bias types, including class, race, age, and nationality, across 12 distinct evaluation tasks using a novel metric, FairMCV. Our evaluation of seven frontier LLMs reveals that: (1) models exhibit biased decision-making, with Grok-4-Fast demonstrating the highest bias (average FairMCV = 76.9%); and (2) larger LLMs display more severe social biases, suggesting that increased model capacity inadvertently amplifies these biases. We release FairGamer at https://github.com/BingkangShi/FairGamer to facilitate future research on NPC fairness.