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Cody Kommers

Publications and source records attributed to Cody Kommers.

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The House with a Million Windows: Interactive Fiction for Narrative Restorying

AI-assisted writing can flatten meaning in human storytelling, enabling the production of homogeneous outputs without the intentional effort and sense-making writing entails. To address this challenge, we present The House with a Million Windows (HWAMW), an LLM-based interactive fiction system designed to help users explore both the breadth and depth of potential meanings within their personal stories -- drawing on a psychological paradigm called the restorying intervention. In HWAMW, users play through a text-based narrative in which they tell a story, then encounter a set of LLM-generated "windows" reframing it according to different literary styles. Empirical evidence shows that HWAMW increases users' sense of narrative identity, while an expert review explores how this effect is achieved. Our findings suggest that HWAMW facilitates restorying and offers a valuable paradigm for AI-assisted writing, wherein LLMs do not tell our stories but rather help us see greater potential in the stories we tell.

cs.CL

Calibrated Ambiguity in Multimodal Language Models: Humans reach for cultural references, while models describe the picture

Ambiguity is often treated as a bug for AI systems to resolve---but in human communication and culture, ambiguity can also be a generative resource. From humour to politics to art, people express themselves in words and images that are open enough to invite different interpretations, yet constrained enough to be interpretable. We operationalise this notion of calibrated ambiguity with a task drawn from the parlour game Dixit. We compare differences in clues generated by human vs multimodal language models, based on a novel coding rubric for calibrated ambiguity, and find that models consistently exhibit ambiguity collapse (i.e., their outputs are over-specified, leaving no room for multiple legitimate interpretations). Unlike human clues, AI-generated clues also exhibit cultural flattening; they almost never make reference to culturally-situated knowledge, even when prompted to use allusion and figurative language.

cs.CL

Computational Hermeneutics: Evaluating generative AI as a cultural technology

Generative AI systems are increasingly recognized as cultural technologies, yet current evaluation frameworks often treat culture as a variable to be measured rather than fundamental to the system's operation. Drawing on hermeneutic theory from the humanities, we argue that GenAI systems function as "context machines" that must inherently address three interpretive challenges: situatedness (meaning only emerges in context), plurality (multiple valid interpretations coexist), and ambiguity (interpretations naturally conflict). We present computational hermeneutics as an emerging framework offering an interpretive account of what GenAI systems do, and how they might do it better. We offer three principles for hermeneutic evaluation -- that benchmarks should be iterative, not one-off; include people, not just machines; and measure cultural context, not just model output. This perspective offers a nascent paradigm for designing and evaluating contemporary AI systems: shifting from standardized questions about accuracy to contextual ones about meaning.

cs.AI

Meaning Is Not A Metric: Using LLMs to make cultural context legible at scale

This position paper argues that large language models (LLMs) can make cultural context, and therefore human meaning, legible at an unprecedented scale in AI-based sociotechnical systems. We argue that such systems have previously been unable to represent human meaning because they rely on thin descriptions (numerical representations that enforce standardization and therefore strip human activity of the cultural context which gives it meaning). By contrast, scholars in the humanities and qualitative social sciences have developed frameworks for representing meaning through thick description (verbal representations that accommodate heterogeneity and retain contextual information needed to represent human meaning). The verbal capabilities of LLMs now provide a means of at least partially automating the generation and processing of thick descriptions, offering new ways to deploy them at scale. We argue that the problem of rendering human meaning legible is not just about selecting better metrics but about developing new representational formats based on thick description. We frame this as a crucial direction for the application of generative AI and identify five key challenges: preserving context, maintaining interpretive pluralism, integrating perspectives based on lived experience and critical distance, distinguishing qualitative content from quantitative magnitude, and acknowledging meaning as dynamic rather than static.

cs.CL

AI as Entertainment

Generative AI systems are predominantly designed, evaluated, and marketed as intelligent systems which will benefit society by augmenting or automating human cognitive labor, promising to increase personal, corporate, and macroeconomic productivity. But this mainstream narrative about what AI is and what it can do is in tension with another emerging use case: entertainment. We argue that the field of AI is unprepared to measure or respond to how the proliferation of entertaining AI-generated content will impact society. Emerging data suggest AI is already widely adopted for entertainment purposes -- especially by young people -- and represents a large potential source of revenue. We contend that entertainment will become a primary business model for major AI corporations seeking returns on massive infrastructure investments; this will exert a powerful influence on the technology these companies produce in the coming years. Examining current evaluation practices, we identify a critical asymmetry: while AI assessments rigorously measure both benefits and harms of intelligence, they focus almost exclusively on cultural harms. We lack frameworks for articulating how cultural outputs might be actively beneficial. Drawing on insights from the humanities, we propose "thick entertainment" as a framework for evaluating AI-generated cultural content -- one that considers entertainment's role in meaning-making, identity formation, and social connection rather than simply minimizing harm. While AI is often touted for its potential to revolutionize productivity, in the long run we may find that AI turns out to be as much about "intelligence" as social media is about social connection.

cs.AI

Why Slop Matters

AI-generated "slop" is often seen as digital pollution. We argue that this dismissal of the topic risks missing important aspects of AI Slop that deserve rigorous study. AI Slop serves a social function: it offers a supply-side solution to a variety of problems in cultural and economic demand - that, collectively, people want more content than humans can supply. We also argue that AI Slop is not mere digital detritus but has its own aesthetic value. Like other "low" cultural forms initially dismissed by critics, it nonetheless offers a legitimate means of collective sense-making, with the potential to express meaning and identity. We identify three key features of family resemblance for prototypical AI Slop: superficial competence (its veneer of quality is belied by a deeper lack of substance), asymmetry effort (it takes vastly less effort to generate than would be the case without AI), and mass producibility (it is part of a digital ecosystem of widespread generation and consumption). While AI Slop is heterogeneous and depends crucially on its medium, it tends to vary across three dimensions: instrumental utility, personalization, and surrealism. AI Slop will be an increasingly prolific and impactful part of our creative, information, and cultural economies; we should take it seriously as an object of study in its own right.

cs.CY

Outperforming Word2Vec on Analogy Tasks with Random Projections

We present a distributed vector representation based on a simplification of the BEAGLE system, designed in the context of the Sigma cognitive architecture. Our method does not require gradient-based training of neural networks, matrix decompositions as with LSA, or convolutions as with BEAGLE. All that is involved is a sum of random vectors and their pointwise products. Despite the simplicity of this technique, it gives state-of-the-art results on analogy problems, in most cases better than Word2Vec. To explain this success, we interpret it as a dimension reduction via random projection.

cs.CL