CLAug 3, 2023
Ambient Adventures: Teaching ChatGPT on Developing Complex StoriesZexin Chen, Eric Zhou, Kenneth Eaton et al. · gatech
Imaginative play is an area of creativity that could allow robots to engage with the world around them in a much more personified way. Imaginary play can be seen as taking real objects and locations and using them as imaginary objects and locations in virtual scenarios. We adopted the story generation capability of large language models (LLMs) to obtain the stories used for imaginary play with human-written prompts. Those generated stories will be simplified and mapped into action sequences that can guide the agent in imaginary play. To evaluate whether the agent can successfully finish the imaginary play, we also designed a text adventure game to simulate a house as the playground for the agent to interact.
70.1ROMay 19
Proximal State Nudging: Reducing Skill Atrophy from AI AssistanceMegha Srivastava, Jonathan Ouyang, Eric Zhou et al.
Skill atrophy, the gradual decline of human capability under AI assistance, poses a safety risk in shared-control of semi-autonomous systems, where operators may be unable to distinguish their own inputs from autonomous corrections. We propose Proximal State Nudging (PSN), a shared autonomy algorithm that jointly optimizes for skill development and task performance by nudging users toward states estimated to be most learnable. We first show that PSN outperforms existing shared autonomy baselines in balancing student improvement in unassisted reward with overall shared performance, using simulated students in the classic LunarLander environment. We then present, to the best of our knowledge, the first human subject studies of a planner incorporating learning-compatible shared autonomy: across two driving tasks in the CARLA simulator (High Performance Racing and Parallel Parking, n = 60), PSN produces up to 7x larger gains in unassisted skill than standard blended shared autonomy, while incurring 50% fewer collisions than unassisted self-practice.
CYMar 3, 2025
What do Large Language Models Say About Animals? Investigating Risks of Animal Harm in Generated TextArturs Kanepajs, Aditi Basu, Sankalpa Ghose et al.
As machine learning systems become increasingly embedded in society, their impact on human and nonhuman life continues to escalate. Technical evaluations have addressed a variety of potential harms from large language models (LLMs) towards humans and the environment, but there is little empirical work regarding harms towards nonhuman animals. Following the growing recognition of animal protection in regulatory and ethical AI frameworks, we present AnimalHarmBench (AHB), a benchmark for risks of animal harm in LLM-generated text. Our benchmark dataset comprises 1,850 curated questions from Reddit post titles and 2,500 synthetic questions based on 50 animal categories (e.g., cats, reptiles) and 50 ethical scenarios with a 70-30 public-private split. Scenarios include open-ended questions about how to treat animals, practical scenarios with potential animal harm, and willingness-to-pay measures for the prevention of animal harm. Using the LLM-as-a-judge framework, responses are evaluated for their potential to increase or decrease harm, and evaluations are debiased for the tendency of judges to judge their own outputs more favorably. AHB reveals significant differences across frontier LLMs, animal categories, scenarios, and subreddits. We conclude with future directions for technical research and addressing the challenges of building evaluations on complex social and moral topics.
AIMay 6, 2025
STORY2GAME: Generating (Almost) Everything in an Interactive Fiction GameEric Zhou, Shreyas Basavatia, Moontashir Siam et al.
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 story to play out interactively. Whereas a given set of hard-coded actions can artificially constrain story generation, the ability to generate actions means the story generation process can be more open-ended but still allow for experiences that are grounded in a game state. The key to successful action generation is to use LLM-generated preconditions and effects of actions in the stories as guides for what aspects of the game state must be tracked and changed by the game engine when a player performs an action. We also introduce a technique for dynamically generating new actions to accommodate the player's desire to perform actions that they think of that are not part of the story. Dynamic action generation may require on-the-fly updates to the game engine's state representation and revision of previously generated actions. We evaluate the success rate of action code generation with respect to whether a player can interactively play through the entire generated story.
MLJun 19, 2020
Feature Interaction Interpretability: A Case for Explaining Ad-Recommendation Systems via Neural Interaction DetectionMichael Tsang, Dehua Cheng, Hanpeng Liu et al.
Recommendation is a prevalent application of machine learning that affects many users; therefore, it is important for recommender models to be accurate and interpretable. In this work, we propose a method to both interpret and augment the predictions of black-box recommender systems. In particular, we propose to interpret feature interactions from a source recommender model and explicitly encode these interactions in a target recommender model, where both source and target models are black-boxes. By not assuming the structure of the recommender system, our approach can be used in general settings. In our experiments, we focus on a prominent use of machine learning recommendation: ad-click prediction. We found that our interaction interpretations are both informative and predictive, e.g., significantly outperforming existing recommender models. What's more, the same approach to interpret interactions can provide new insights into domains even beyond recommendation, such as text and image classification.
LGMar 7, 2020
ShadowSync: Performing Synchronization in the Background for Highly Scalable Distributed TrainingQinqing Zheng, Bor-Yiing Su, Jiyan Yang et al.
Recommendation systems are often trained with a tremendous amount of data, and distributed training is the workhorse to shorten the training time. While the training throughput can be increased by simply adding more workers, it is also increasingly challenging to preserve the model quality. In this paper, we present \shadowsync, a distributed framework specifically tailored to modern scale recommendation system training. In contrast to previous works where synchronization happens as part of the training process, \shadowsync separates the synchronization from training and runs it in the background. Such isolation significantly reduces the synchronization overhead and increases the synchronization frequency, so that we are able to obtain both high throughput and excellent model quality when training at scale. The superiority of our procedure is confirmed by experiments on training deep neural networks for click-through-rate prediction tasks. Our framework is capable to express data parallelism and/or model parallelism, generic to host various types of synchronization algorithms, and readily applicable to large scale problems in other areas.