Michimasa Inaba

CL
h-index3
12papers
245citations
Novelty43%
AI Score56

12 Papers

84.9CLMar 24Code
Multilingual KokoroChat: A Multi-LLM Ensemble Translation Method for Creating a Multilingual Counseling Dialogue Dataset

Ryoma Suzuki, Zhiyang Qi, Michimasa Inaba

To address the critical scarcity of high-quality, publicly available counseling dialogue datasets, we created Multilingual KokoroChat by translating KokoroChat, a large-scale manually authored Japanese counseling corpus, into both English and Chinese. A key challenge in this process is that the optimal model for translation varies by input, making it impossible for any single model to consistently guarantee the highest quality. In a sensitive domain like counseling, where the highest possible translation fidelity is essential, relying on a single LLM is therefore insufficient. To overcome this challenge, we developed and employed a novel multi-LLM ensemble method. Our approach first generates diverse hypotheses from multiple distinct LLMs. A single LLM then produces a high-quality translation based on an analysis of the respective strengths and weaknesses of all presented hypotheses. The quality of ``Multilingual KokoroChat'' was rigorously validated through human preference studies. These evaluations confirmed that the translations produced by our ensemble method were preferred from any individual state-of-the-art LLM. This strong preference confirms the superior quality of our method's outputs. The Multilingual KokoroChat is available at https://github.com/UEC-InabaLab/MultilingualKokoroChat.

CLAug 29, 2024
Enhancing Dialogue Generation in Werewolf Game Through Situation Analysis and Persuasion Strategies

Zhiyang Qi, Michimasa Inaba

Recent advancements in natural language processing, particularly with large language models (LLMs) like GPT-4, have significantly enhanced dialogue systems, enabling them to generate more natural and fluent conversations. Despite these improvements, challenges persist, such as managing continuous dialogues, memory retention, and minimizing hallucinations. The AIWolfDial2024 addresses these challenges by employing the Werewolf Game, an incomplete information game, to test the capabilities of LLMs in complex interactive environments. This paper introduces a LLM-based Werewolf Game AI, where each role is supported by situation analysis to aid response generation. Additionally, for the werewolf role, various persuasion strategies, including logical appeal, credibility appeal, and emotional appeal, are employed to effectively persuade other players to align with its actions.

CLJun 2, 2025Code
KokoroChat: A Japanese Psychological Counseling Dialogue Dataset Collected via Role-Playing by Trained Counselors

Zhiyang Qi, Takumasa Kaneko, Keiko Takamizo et al.

Generating psychological counseling responses with language models relies heavily on high-quality datasets. Crowdsourced data collection methods require strict worker training, and data from real-world counseling environments may raise privacy and ethical concerns. While recent studies have explored using large language models (LLMs) to augment psychological counseling dialogue datasets, the resulting data often suffers from limited diversity and authenticity. To address these limitations, this study adopts a role-playing approach where trained counselors simulate counselor-client interactions, ensuring high-quality dialogues while mitigating privacy risks. Using this method, we construct KokoroChat, a Japanese psychological counseling dialogue dataset comprising 6,589 long-form dialogues, each accompanied by comprehensive client feedback. Experimental results demonstrate that fine-tuning open-source LLMs with KokoroChat improves both the quality of generated counseling responses and the automatic evaluation of counseling dialogues. The KokoroChat dataset is available at https://github.com/UEC-InabaLab/KokoroChat.

LGFeb 7, 2024Code
SumRec: A Framework for Recommendation using Open-Domain Dialogue

Ryutaro Asahara, Masaki Takahashi, Chiho Iwahashi et al.

Chat dialogues contain considerable useful information about a speaker's interests, preferences, and experiences.Thus, knowledge from open-domain chat dialogue can be used to personalize various systems and offer recommendations for advanced information.This study proposed a novel framework SumRec for recommending information from open-domain chat dialogue.The study also examined the framework using ChatRec, a newly constructed dataset for training and evaluation. To extract the speaker and item characteristics, the SumRec framework employs a large language model (LLM) to generate a summary of the speaker information from a dialogue and to recommend information about an item according to the type of user.The speaker and item information are then input into a score estimation model, generating a recommendation score.Experimental results show that the SumRec framework provides better recommendations than the baseline method of using dialogues and item descriptions in their original form. Our dataset and code is publicly available at https://github.com/Ryutaro-A/SumRec

CLMar 7Code
Emotion Transcription in Conversation: A Benchmark for Capturing Subtle and Complex Emotional States through Natural Language

Yoshiki Tanaka, Ryuichi Uehara, Koji Inoue et al.

Emotion Recognition in Conversation (ERC) is critical for enabling natural human-machine interactions. However, existing methods predominantly employ categorical or dimensional emotion annotations, which often fail to adequately represent complex, subtle, or culturally specific emotional nuances. To overcome this limitation, we propose a novel task named Emotion Transcription in Conversation (ETC). This task focuses on generating natural language descriptions that accurately reflect speakers' emotional states within conversational contexts. To address the ETC, we constructed a Japanese dataset comprising text-based dialogues annotated with participants' self-reported emotional states, described in natural language. The dataset also includes emotion category labels for each transcription, enabling quantitative analysis and its application to ERC. We benchmarked baseline models, finding that while fine-tuning on our dataset enhances model performance, current models still struggle to infer implicit emotional states. The ETC task will encourage further research into more expressive emotion understanding in dialogue. The dataset is publicly available at https://github.com/UEC-InabaLab/ETCDataset.

CLAug 20, 2024
Data Augmentation Integrating Dialogue Flow and Style to Adapt Spoken Dialogue Systems to Low-Resource User Groups

Zhiyang Qi, Michimasa Inaba

This study addresses the interaction challenges encountered by spoken dialogue systems (SDSs) when engaging with users who exhibit distinct conversational behaviors, particularly minors, in scenarios where data are scarce. We propose a novel data augmentation framework to enhance SDS performance for user groups with limited resources. Our approach leverages a large language model (LLM) to extract speaker styles and a pre-trained language model (PLM) to simulate dialogue act history. This method generates enriched and personalized dialogue data, facilitating improved interactions with unique user demographics. Extensive experiments validate the efficacy of our methodology, highlighting its potential to foster the development of more adaptive and inclusive dialogue systems.

CLJun 24, 2025Code
EmoStage: A Framework for Accurate Empathetic Response Generation via Perspective-Taking and Phase Recognition

Zhiyang Qi, Keiko Takamizo, Mariko Ukiyo et al.

The rising demand for mental health care has fueled interest in AI-driven counseling systems. While large language models (LLMs) offer significant potential, current approaches face challenges, including limited understanding of clients' psychological states and counseling stages, reliance on high-quality training data, and privacy concerns associated with commercial deployment. To address these issues, we propose EmoStage, a framework that enhances empathetic response generation by leveraging the inference capabilities of open-source LLMs without additional training data. Our framework introduces perspective-taking to infer clients' psychological states and support needs, enabling the generation of emotionally resonant responses. In addition, phase recognition is incorporated to ensure alignment with the counseling process and to prevent contextually inappropriate or inopportune responses. Experiments conducted in both Japanese and Chinese counseling settings demonstrate that EmoStage improves the quality of responses generated by base models and performs competitively with data-driven methods.

CLMar 7
Enhancing Consistency of Werewolf AI through Dialogue Summarization and Persona Information

Yoshiki Tanaka, Takumasa Kaneko, Hiroki Onozeki et al.

The Werewolf Game is a communication game where players' reasoning and discussion skills are essential. In this study, we present a Werewolf AI agent developed for the AIWolfDial 2024 shared task, co-hosted with the 17th INLG. In recent years, large language models like ChatGPT have garnered attention for their exceptional response generation and reasoning capabilities. We thus develop the LLM-based agents for the Werewolf Game. This study aims to enhance the consistency of the agent's utterances by utilizing dialogue summaries generated by LLMs and manually designed personas and utterance examples. By analyzing self-match game logs, we demonstrate that the agent's utterances are contextually consistent and that the character, including tone, is maintained throughout the game.

HCMar 7
User Review Writing via Interview with Dialogue Systems

Yoshiki Tanaka, Michimasa Inaba

User reviews on e-commerce and review sites are crucial for making purchase decisions, although creating detailed reviews is time-consuming and labor-intensive. In this study, we propose a novel use of dialogue systems to facilitate user review creation by generating reviews from information gathered during interview dialogues with users. To validate our approach, we implemented our system using GPT-4 and conducted comparative experiments from the perspectives of system users and review readers. The results indicate that participants who used our system rated their interactions positively. Additionally, reviews generated by our system required less editing to achieve user satisfaction compared to those by the baseline. We also evaluated the reviews from the reader' perspective and found that our system-generated reviews are more helpful than those written by humans. Despite challenges with the fluency of the generated reviews, our method offers a promising new approach to review writing.

CLFeb 20, 2024
Can Large Language Models be Used to Provide Psychological Counselling? An Analysis of GPT-4-Generated Responses Using Role-play Dialogues

Michimasa Inaba, Mariko Ukiyo, Keiko Takamizo

Mental health care poses an increasingly serious challenge to modern societies. In this context, there has been a surge in research that utilizes information technologies to address mental health problems, including those aiming to develop counseling dialogue systems. However, there is a need for more evaluations of the performance of counseling dialogue systems that use large language models. For this study, we collected counseling dialogue data via role-playing scenarios involving expert counselors, and the utterances were annotated with the intentions of the counselors. To determine the feasibility of a dialogue system in real-world counseling scenarios, third-party counselors evaluated the appropriateness of responses from human counselors and those generated by GPT-4 in identical contexts in role-play dialogue data. Analysis of the evaluation results showed that the responses generated by GPT-4 were competitive with those of human counselors.

CLDec 20, 2023
Enhancing Consistency in Multimodal Dialogue System Using LLM with Dialogue Scenario

Hiroki Onozeki, Zhiyang Qi, Kazuma Akiyama et al.

This paper describes our dialogue system submitted to Dialogue Robot Competition 2023. The system's task is to help a user at a travel agency decide on a plan for visiting two sightseeing spots in Kyoto City that satisfy the user. Our dialogue system is flexible and stable and responds to user requirements by controlling dialogue flow according to dialogue scenarios. We also improved user satisfaction by introducing motion and speech control based on system utterances and user situations. In the preliminary round, our system was ranked fifth in the impression evaluation and sixth in the plan evaluation among all 12 teams.

HCOct 5, 2025
When AI Gets Persuaded, Humans Follow: Inducing the Conformity Effect in Persuasive Dialogue

Rikuo Sasaki, Michimasa Inaba

Recent advancements in AI have highlighted its application in captology, the field of using computers as persuasive technologies. We hypothesized that the "conformity effect," where individuals align with others' actions, also occurs with AI agents. This study verifies this hypothesis by introducing a "Persuadee Agent" that is persuaded alongside a human participant in a three-party persuasive dialogue with a Persuader Agent. We conducted a text-based dialogue experiment with human participants. We compared four conditions manipulating the Persuadee Agent's behavior (persuasion acceptance vs. non-acceptance) and the presence of an icebreaker session. Results showed that when the Persuadee Agent accepted persuasion, both perceived persuasiveness and actual attitude change significantly improved. Attitude change was greatest when an icebreaker was also used, whereas an unpersuaded AI agent suppressed attitude change. Additionally, it was confirmed that the persuasion acceptance of participants increased at the moment the Persuadee Agent was persuaded. These results suggest that appropriately designing a Persuadee Agent can improve persuasion through the conformity effect.