CLJul 28, 2022
Interactive Evaluation of Dialog Track at DSTC9Shikib Mehri, Yulan Feng, Carla Gordon et al.
The ultimate goal of dialog research is to develop systems that can be effectively used in interactive settings by real users. To this end, we introduced the Interactive Evaluation of Dialog Track at the 9th Dialog System Technology Challenge. This track consisted of two sub-tasks. The first sub-task involved building knowledge-grounded response generation models. The second sub-task aimed to extend dialog models beyond static datasets by assessing them in an interactive setting with real users. Our track challenges participants to develop strong response generation models and explore strategies that extend them to back-and-forth interactions with real users. The progression from static corpora to interactive evaluation introduces unique challenges and facilitates a more thorough assessment of open-domain dialog systems. This paper provides an overview of the track, including the methodology and results. Furthermore, it provides insights into how to best evaluate open-domain dialog models
CLOct 29, 2024
MCPDial: A Minecraft Persona-driven Dialogue DatasetSeyed Hossein Alavi, Sudha Rao, Ashutosh Adhikari et al.
We propose a novel approach that uses large language models (LLMs) to generate persona-driven conversations between Players and Non-Player Characters (NPC) in games. Showcasing the application of our methodology, we introduce the Minecraft Persona-driven Dialogue dataset (MCPDial). Starting with a small seed of expert-written conversations, we employ our method to generate hundreds of additional conversations. Each conversation in the dataset includes rich character descriptions of the player and NPC. The conversations are long, allowing for in-depth and extensive interactions between the player and NPC. MCPDial extends beyond basic conversations by incorporating canonical function calls (e.g. "Call find a resource on iron ore") between the utterances. Finally, we conduct a qualitative analysis of the dataset to assess its quality and characteristics.
CLNov 5, 2024
Game Plot Design with an LLM-powered Assistant: An Empirical Study with Game DesignersSeyed Hossein Alavi, Weijia Xu, Nebojsa Jojic et al.
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.
HCFeb 20
Games That Teach, Chats That Convince: Comparing Interactive and Static Formats for Persuasive LearningSeyed Hossein Alavi, Zining Wang, Shruthi Chockkalingam et al.
Interactive systems such as chatbots and games are increasingly used to persuade and educate on sustainability-related topics, yet it remains unclear how different delivery formats shape learning and persuasive outcomes when content is held constant. Grounding on identical arguments and factual content across conditions, we present a controlled user study comparing three modes of information delivery: static essays, conversational chatbots, and narrative text-based games. Across subjective measures, the chatbot condition consistently outperformed the other modes and increased perceived importance of the topic. However, perceived learning did not reliably align with objective outcomes: participants in the text-based game condition reported learning less than those reading essays, yet achieved higher scores on a delayed (24-hour) knowledge quiz. Additional exploratory analyses further suggest that common engagement proxies, such as verbosity and interaction length, are more closely related to subjective experience than to actual learning. These findings highlight a dissociation between how persuasive experiences feel and what participants retain, and point to important design trade-offs between interactivity, realism, and learning in persuasive systems and serious games.
CLFeb 24, 2025
Bridging Information Gaps with Comprehensive Answers: Improving the Diversity and Informativeness of Follow-Up QuestionsZhe Liu, Taekyu Kang, Haoyu Wang et al.
Generating diverse follow-up questions that uncover missing information remains challenging for conversational agents, particularly when they run on small, locally hosted models. To address this, we develop an information-gap-driven knowledge distillation pipeline in which a teacher LLM generates a comprehensive answer, contrasts it with the initial answer to identify information gaps, and formulates gap-bridging follow-up questions. Using this pipeline, we augment the existing FollowupQG dataset tenfold. We then fine-tune smaller student models on the augmented dataset to distill the teacher's knowledge. Experiments with selected teacher-student model pairs show that fine-tuned students achieve significantly higher informativeness and diversity than variations trained on the original dataset. These findings indicate that our pipeline, which mirrors the human cognitive process of information seeking, provides an efficient distillation channel from state-of-the-art LLMs to smaller models, enabling resource-constrained conversational systems to generate more diverse and informative follow-up questions.
CLMay 24, 2023
Clever Hans or Neural Theory of Mind? Stress Testing Social Reasoning in Large Language ModelsNatalie Shapira, Mosh Levy, Seyed Hossein Alavi et al.
The escalating debate on AI's capabilities warrants developing reliable metrics to assess machine "intelligence". Recently, many anecdotal examples were used to suggest that newer large language models (LLMs) like ChatGPT and GPT-4 exhibit Neural Theory-of-Mind (N-ToM); however, prior work reached conflicting conclusions regarding those abilities. We investigate the extent of LLMs' N-ToM through an extensive evaluation on 6 tasks and find that while LLMs exhibit certain N-ToM abilities, this behavior is far from being robust. We further examine the factors impacting performance on N-ToM tasks and discover that LLMs struggle with adversarial examples, indicating reliance on shallow heuristics rather than robust ToM abilities. We caution against drawing conclusions from anecdotal examples, limited benchmark testing, and using human-designed psychological tests to evaluate models.
CLNov 12, 2020
Overview of the Ninth Dialog System Technology Challenge: DSTC9Chulaka Gunasekara, Seokhwan Kim, Luis Fernando D'Haro et al.
This paper introduces the Ninth Dialog System Technology Challenge (DSTC-9). This edition of the DSTC focuses on applying end-to-end dialog technologies for four distinct tasks in dialog systems, namely, 1. Task-oriented dialog Modeling with unstructured knowledge access, 2. Multi-domain task-oriented dialog, 3. Interactive evaluation of dialog, and 4. Situated interactive multi-modal dialog. This paper describes the task definition, provided datasets, baselines and evaluation set-up for each track. We also summarize the results of the submitted systems to highlight the overall trends of the state-of-the-art technologies for the tasks.