Related papers: Automatically Detecting Amusing Games in Wordle
As a novel and fast-changing field, the video game industry does not have a fixed and well-defined vocabulary. In particular, game genres are of interest: No two experts seem to agree on what they are and how they relate to each other. We…
Detecting prosociality in text--communication intended to affirm, support, or improve others' behavior--is a novel and increasingly important challenge for trust and safety systems. Unlike toxic content detection, prosociality lacks…
One of the key communicative competencies is the ability to maintain fluency in monologic speech and the ability to produce sophisticated language to argue a position convincingly. In this paper we aim to predict TED talk-style affective…
Large language models demonstrate strong problem-solving abilities through reasoning techniques such as chain-of-thought prompting and reflection. However, it remains unclear whether these reasoning capabilities extend to a form of social…
In this missive, the author goes about ruining an online word guessing game called Wordle, by generally trying to mathify the whole thing. On the other hand, one might consider that the author is trying to spice up mathematics by applying…
Existing captcha solutions on the Internet are a major source of user frustration. Game captchas are an interesting and, to date, little-studied approach claiming to make captcha solving a fun activity for the users. One broad form of such…
Humor is an important social phenomenon, serving complex social and psychological functions. However, despite being studied for millennia humor is computationally not well understood, often considered an AI-complete problem. In this work,…
In this paper, we study how well humans can detect text generated by commercial LLMs (GPT-4o, Claude, o1). We hire annotators to read 300 non-fiction English articles, label them as either human-written or AI-generated, and provide…
Recent research has focused on using large language models (LLMs) to generate explanations for hate speech through fine-tuning or prompting. Despite the growing interest in this area, these generated explanations' effectiveness and…
A widespread view is that Artificial Intelligence cannot be creative. We tested this assumption by comparing human-generated ideas with those generated by six Generative Artificial Intelligence (GAI) chatbots: $alpa.\!ai$, $Copy.\!ai$,…
The surge of retail investor activity on social media, exemplified by the 2021 GameStop short squeeze, raised questions about the influence of online sentiment on stock prices. This paper explores whether sentiment derived from social media…
The rapid development of the Internet has profoundly changed human life. Humans are increasingly expressing themselves and interacting with others on social media platforms. However, although artificial intelligence technology has been…
As artificial intelligence (AI) models become an integral part of everyday life, our interactions with them shift from purely functional exchanges to more relational experiences. For these experiences to be successful, artificial agents…
Much previous work characterizing language variation across Internet social groups has focused on the types of words used by these groups. We extend this type of study by employing BERT to characterize variation in the senses of words as…
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…
Believable proxies of human behavior can empower interactive applications ranging from immersive environments to rehearsal spaces for interpersonal communication to prototyping tools. In this paper, we introduce generative…
Psychology research has long explored aspects of human personality such as extroversion, agreeableness and emotional stability. Categorizations like the `Big Five' personality traits are commonly used to assess and diagnose personality…
Reward design in reinforcement learning (RL) is challenging since specifying human notions of desired behavior may be difficult via reward functions or require many expert demonstrations. Can we instead cheaply design rewards using a…
A common way of assessing language learners' mastery of vocabulary is via multiple-choice cloze (i.e., fill-in-the-blank) questions. But the creation of test items can be laborious for individual teachers or in large-scale language…
Matching tile games are an extremely popular game genre. Arguably the most popular iteration, Match-3 games, are simple to understand puzzle games, making them great benchmarks for research. In this paper, we propose developing different…