Abstract:We introduce GamePlot, an LLM-powered assistant that supports game designers in crafting immersive narratives for turn-based games, and allows them to test these games through a collaborative game play and refine the plot throughout the process. Our user study with 14 game designers shows high levels of both satisfaction with the generated game plots and sense of ownership over the narratives, but also reconfirms that LLM are limited in their ability to generate complex and truly innovative content. We also show that diverse user populations have different expectations from AI assistants, and encourage researchers to study how tailoring assistants to diverse user groups could potentially lead to increased job satisfaction and greater creativity and innovation over time.
Abstract:Humans have the ability to learn new tasks by inferring high-level concepts from existing solution, then manipulating these concepts in lieu of the raw data. Can we automate this process by deriving latent semantic structures in a document collection using foundation models? We introduce fPLSA, a foundation-model-based Probabilistic Latent Semantic Analysis (PLSA) method that iteratively clusters and tags document segments based on document-level contexts. These tags can be used to model the structure of given documents and for hierarchical sampling of new texts. Our experiments on story writing, math, and multi-step reasoning datasets demonstrate that fPLSA tags help reconstruct the original texts better than existing tagging methods. Moreover, when used for hierarchical sampling, fPLSA produces more diverse outputs with a higher likelihood of hitting the correct answer than direct sampling and hierarchical sampling with existing tagging methods.
Abstract:The use of generative AI in video game development is on the rise, and as the conversational and other capabilities of large language models continue to improve, we expect LLM-driven non-player characters (NPCs) to become widely deployed. In this paper, we seek to understand how human players collaborate with LLM-driven NPCs to accomplish in-game goals. We design a minigame within Minecraft where a player works with two GPT4-driven NPCs to complete a quest. We perform a user study in which 28 Minecraft players play this minigame and share their feedback. On analyzing the game logs and recordings, we find that several patterns of collaborative behavior emerge from the NPCs and the human players. We also report on the current limitations of language-only models that do not have rich game-state or visual understanding. We believe that this preliminary study and analysis will inform future game developers on how to better exploit these rapidly improving generative AI models for collaborative roles in games.
Abstract:We explore how interaction with large language models (LLMs) can give rise to emergent behaviors, empowering players to participate in the evolution of game narratives. Our testbed is a text-adventure game in which players attempt to solve a mystery under a fixed narrative premise, but can freely interact with non-player characters generated by GPT-4, a large language model. We recruit 28 gamers to play the game and use GPT-4 to automatically convert the game logs into a node-graph representing the narrative in the player's gameplay. We find that through their interactions with the non-deterministic behavior of the LLM, players are able to discover interesting new emergent nodes that were not a part of the original narrative but have potential for being fun and engaging. Players that created the most emergent nodes tended to be those that often enjoy games that facilitate discovery, exploration and experimentation.
Abstract:Dialogue-based Role Playing Games (RPGs) require powerful storytelling. The narratives of these may take years to write and typically involve a large creative team. In this work, we demonstrate the potential of large generative text models to assist this process. \textbf{GRIM}, a prototype \textbf{GR}aph-based \textbf{I}nteractive narrative visualization system for ga\textbf{M}es, generates a rich narrative graph with branching storylines that match a high-level narrative description and constraints provided by the designer. Game designers can interactively edit the graph by automatically generating new sub-graphs that fit the edits within the original narrative and constraints. We illustrate the use of \textbf{GRIM} in conjunction with GPT-4, generating branching narratives for four well-known stories with different contextual constraints.
Abstract:We introduce Reprompting, an iterative sampling algorithm that searches for the Chain-of-Thought (CoT) recipes for a given task without human intervention. Through Gibbs sampling, we infer CoT recipes that work consistently well for a set of training samples. Our method iteratively samples new recipes using previously sampled solutions as parent prompts to solve other training problems. On five Big-Bench Hard tasks that require multi-step reasoning, Reprompting achieves consistently better performance than the zero-shot, few-shot, and human-written CoT baselines. Reprompting can also facilitate transfer of knowledge from a stronger model to a weaker model leading to substantially improved performance of the weaker model. Overall, Reprompting brings up to +17 point improvements over the previous state-of-the-art method that uses human-written CoT prompts.
Abstract:Neural sequence generation models are known to "hallucinate", by producing outputs that are unrelated to the source text. These hallucinations are potentially harmful, yet it remains unclear in what conditions they arise and how to mitigate their impact. In this work, we first identify internal model symptoms of hallucinations by analyzing the relative token contributions to the generation in contrastive hallucinated vs. non-hallucinated outputs generated via source perturbations. We then show that these symptoms are reliable indicators of natural hallucinations, by using them to design a lightweight hallucination detector which outperforms both model-free baselines and strong classifiers based on quality estimation or large pre-trained models on manually annotated English-Chinese and German-English translation test beds.
Abstract:Pedestrian safety is a priority for transportation system managers and operators, and a main focus of the Vision Zero strategy employed by the City of Austin, Texas. While there are a number of treatments and technologies to effectively improve pedestrian safety, identifying the location where these treatments are most needed remains a challenge. Current practice requires manual observation of candidate locations for limited time periods, leading to an identification process that is time consuming, lags behind traffic pattern changes over time, and lacks scalability. Mid-block locations, where safety countermeasures are often needed the most, are especially hard to identify and monitor. The goal for this research is to understand the correlation between bus stop locations and mid-block crossings, so as to assist traffic engineers in implementing Vision Zero strategies to improve pedestrian safety. In a prior work, we have developed a tool to detect pedestrian crossing events with traffic camera video using a deep neural network model to identify crossing events. In this paper, we extend the methods to identify bus stop usage with traffic camera video from off-the-shelf CCTV pan-tilt-zoom (PTZ) traffic monitoring cameras installed at nearby intersections. We correlate the video detection results for mid-block crossings near a bus stop, with pedestrian activity at the bus stops in each side of the mid-block crossing. We also implement a web portal to facilitate manual review of pedestrian activity detections by automating creation of video clips that show only crossing events, thereby vastly improving the efficiency of the human review process.
Abstract:Current approaches to incorporating terminology constraints in machine translation (MT) typically assume that the constraint terms are provided in their correct morphological forms. This limits their application to real-world scenarios where constraint terms are provided as lemmas. In this paper, we introduce a modular framework for incorporating lemma constraints in neural MT (NMT) in which linguistic knowledge and diverse types of NMT models can be flexibly applied. It is based on a novel cross-lingual inflection module that inflects the target lemma constraints based on the source context. We explore linguistically motivated rule-based and data-driven neural-based inflection modules and design English-German health and English-Lithuanian news test suites to evaluate them in domain adaptation and low-resource MT settings. Results show that our rule-based inflection module helps NMT models incorporate lemma constraints more accurately than a neural module and outperforms the existing end-to-end approach with lower training costs.
Abstract:Multilingual pre-trained contextual embedding models (Devlin et al., 2019) have achieved impressive performance on zero-shot cross-lingual transfer tasks. Finding the most effective fine-tuning strategy to fine-tune these models on high-resource languages so that it transfers well to the zero-shot languages is a non-trivial task. In this paper, we propose a novel meta-optimizer to soft-select which layers of the pre-trained model to freeze during fine-tuning. We train the meta-optimizer by simulating the zero-shot transfer scenario. Results on cross-lingual natural language inference show that our approach improves over the simple fine-tuning baseline and X-MAML (Nooralahzadeh et al., 2020).