PsychoGAT proposes turning psychological questionnaires into first-person interactive fiction. A designer agent reorders and rewrites items as narrative nodes; a controller generates paragraphs and two continuations corresponding to scored response options; and a critic checks coherence, option-leading bias, and format compliance. The player selects one continuation per round, and a deterministic evaluator adds the linked item scores. The paper studies extraversion, depression, and three cognitive distortions, using visual learning preference as a supposedly unrelated construct. Most of the main psychometric evidence comes from GPT-4 role-playing prompt-defined extreme participants: each task and method has only 20 profiles, split evenly between positive and negative instances. On this artificial sample, Table 1 reports alpha/lambda-6, convergent correlation, and discriminant correlation of 0.97/0.98/0.97/-0.59 for personality; 0.77/0.84/0.85/-0.07 for depression; and reliability values from 0.88 to 0.95 and convergent correlations from 0.93 to 0.97 for the three distortions. These figures show consistency among choices by an instructed simulator and agreement with the scale from which the game is derived, not clinical validation. The authors also compare content with a traditional scale, an LLM-generated scale, a simulated psychologist interview, and Diagnosis-of-Thought. Thirty-three evaluators with basic psychological-assessment knowledge score 15 simulated all-or-nothing-thinking samples; the percentages judging PsychoGAT superior are 66.7% for coherence, 84.8% for interactivity, 87.9% for interest, 78.8% for immersion, and 84.8% for satisfaction. A second study involves 12 English-proficient participants aged 20 to 30, but covers extraversion only, lasts about 30 minutes, and reports results through a chart without a numeric table, intervals, or tests. The scope is narrower than the abstract suggests: PHQ-9 is binarized and loses its four frequency categories, the cognitive-distortion scales are expanded with author-constructed situations, and MBTI is reduced to ten extraversion choices. No code, data, outputs, seeds, or precise GPT-4 snapshot are released. The proposal is an interesting demonstration of gamifying closed items and receives better content ratings in this sample; it does not establish that any scale can be faithfully transformed, that psychological constructs remain valid after transformation, or that the system is safe or effective for screening, diagnosis, or patients.
Research question
Can a GPT-4-based multiagent system convert self-report scales of different constructs into interactive fiction games that retain consistency and correlation with the original scores and that, furthermore, are more coherent, interactive, interesting, immersive, and satisfying than scales or interviews generated with LLM?