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For the purpose of automatically evaluating speakers' humor usage, we build a presentation corpus containing humorous utterances based on TED talks. Compared to previous data resources supporting humor recognition research, ours has several…
We introduce STORY2GAME, a novel approach to using Large Language Models to generate text-based interactive fiction games that starts by generating a story, populates the world, and builds the code for actions in a game engine that enables…
The human ability to learn rules and solve problems has been a central concern of cognitive science research since the field's earliest days. But we do not just follow rules and solve problems given to us by others: we modify those rules,…
Procedural generation is used across game design to achieve a wide variety of ends, and has led to the creation of several game subgenres by injecting variance, surprise or unpredictability into otherwise static designs. Information games…
Stories or narratives are comprised of a sequence of events. To compose interesting stories, professional writers often leverage a creative writing technique called flashback that inserts past events into current storylines as we commonly…
Personalized news headline generation, aiming at generating user-specific headlines based on readers' preferences, burgeons a recent flourishing research direction. Existing studies generally inject a user interest embedding into an…
Large language models (LLMs) are increasingly capable and prevalent, and can be used to produce creative content. The quality of content is influenced by the prompt used, with more specific prompts that incorporate examples generally…
The popularity of automated news headline generation has surged with advancements in pre-trained language models. However, these models often suffer from the ``hallucination'' problem, where the generated headline is not fully supported by…
Most humour processing systems to date make at best discrete, coarse-grained distinctions between the comical and the conventional, yet such notions are better conceptualized as a broad spectrum. In this paper, we present a probabilistic…
Puns are a form of humorous wordplay that exploits polysemy and phonetic similarity. While LLMs have shown promise in detecting puns, we show in this paper that their understanding often remains shallow, lacking the nuanced grasp typical of…
Emotional and controllable speech synthesis is a topic that has received much attention. However, most studies focused on improving the expressiveness and controllability in the context of linguistic content, even though natural verbal…
Commonsense reasoning simulates the human ability to make presumptions about our physical world, and it is an indispensable cornerstone in building general AI systems. We propose a new commonsense reasoning dataset based on human's…
Prior work has explored multi-turn interaction and feedback for LLM writing, but evaluations still largely center on prompts and localized feedback, leaving persistent public reception in online communities underexamined. We test whether…
Humor is a substantial element of human social behavior, affect, and cognition. Its automatic understanding can facilitate a more naturalistic human-AI interaction. Current methods of humor detection have been exclusively based on staged…
News articles such as sports game reports are often thought to closely follow the underlying game statistics, but in practice they contain a notable amount of background knowledge, interpretation, insight into the game, and quotes that are…
We present NewsQs (news-cues), a dataset that provides question-answer pairs for multiple news documents. To create NewsQs, we augment a traditional multi-document summarization dataset with questions automatically generated by a T5-Large…
The present research examines two problems inherent to the creation of crowdsourcing games: how to give feedback when the right answer is not always known by the game and how much time to give players without sacrificing data quality. Taken…
Story composition is a challenging problem for machines and even for humans. We present a neural narrative generation system that interacts with humans to generate stories. Our system has different levels of human interaction, which enables…
In this paper, we use a large-scale play scripts dataset to propose the novel task of theatrical cue generation from dialogues. Using over one million lines of dialogue and cues, we approach the problem of cue generation as a controlled…
Generating commonsense assertions within a given story context remains a difficult task for modern language models. Previous research has addressed this problem by aligning commonsense inferences with stories and training language…