Induction is validated with six models and 40 runs per emotion; three human annotators review 80 vignettes. The main experiment runs the Iowa Gambling Task for 100 rounds with four models, three agent variants, three scenarios, six deck permutations, and 18 matched seeds per configuration.
There are no human players. Validation covers six models; the main analysis uses GPT-OSS-20B, Llama-3.1-8B, Qwen2.5-7B, and Qwen3-4B with Query, ReAct, and Reflexion agents. No stable average emotion effect appeared on long-run performance. For Qwen2.5 Query, anger advanced lock-in by about 11 rounds, d=-1.29 and p=.0003. Exploration effects changed sign across models. A strong deck-label and position bias persisted.
The prompt induces a contextual self-description, not a felt emotion. Only the Iowa Gambling Task is used. Cell-level effects are numerous and mixed. There is no human baseline collected under the same protocol. Generalization depends on specific models, prompts, and endpoints. It does not demonstrate that LLMs feel emotions. It does not establish a general causal effect of anger on decisions. It does not validate equivalence with human affective dynamics.