Abstract:This paper explores the intersection of Otome Culture and artificial intelligence, particularly focusing on how Otome-oriented games fulfill the emotional needs of young women. These games, which are deeply rooted in a subcultural understanding of love, provide players with feelings of satisfaction, companionship, and protection through carefully crafted narrative structures and character development. With the proliferation of Large Language Models (LLMs), there is an opportunity to transcend traditional static game narratives and create dynamic, emotionally responsive interactions. We present a case study of Tears of Themis, where we have integrated LLM technology to enhance the interactive experience. Our approach involves augmenting existing game narratives with a Question and Answer (QA) system, enriched through data augmentation and emotional enhancement techniques, resulting in a chatbot that offers realistic and supportive companionship.
Abstract:To quantitatively and intuitively explore the generalization ability of pre-trained language models (PLMs), we have designed several tasks of arithmetic and logical reasoning. We both analyse how well PLMs generalize when the test data is in the same distribution as the train data and when it is different, for the latter analysis, we have also designed a cross-distribution test set other than the in-distribution test set. We conduct experiments on one of the most advanced and publicly released generative PLM - BART. Our research finds that the PLMs can easily generalize when the distribution is the same, however, it is still difficult for them to generalize out of the distribution.