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Daniel G. Brown

Publications and source records attributed to Daniel G. Brown.

11 recordsLinked to original sources

Co-Creativity at the Table: A Qualitative Analysis of Creative Interactions in the Podcast "Adventure AI"

Tabletop role-playing games provide a unique environment for interaction with artificial intelligence (AI) due to their complex and collaborative nature. We analyze Adventure AI, a podcast featuring human-AI interactions in Dungeons & Dragons play, to examine how AI is and can be used in tabletop role-playing gaming and how players perceive this use. We complete a qualitative analysis of three seasons of this podcast, from 2023 to 2025, reporting on the overarching themes of roles of AI, roles of humans, the evaluations and failures of AI, and its treatment as a person and character at the table. There are many aspects of the game where artificial intelligence succeeds, while there are others where it is less appropriate. This analysis gives a basis for future work on where artificial intelligence should and should not be used in gaming spaces.

cs.HC

Assessment of AI-Generated Pediatric Rehabilitation SOAP-Note Quality

This study explores the integration of artificial intelligence (AI) or large language models (LLMs) into pediatric rehabilitation clinical documentation, focusing on the generation of SOAP (Subjective, Objective, Assessment, Plan) notes, which are essential for patient care. Creating complex documentation is time-consuming in pediatric settings. We evaluate the effectiveness of two AI tools; Copilot, a commercial LLM, and KAUWbot, a fine-tuned LLM developed for KidsAbility Centre for Child Development (an Ontario pediatric rehabilitation facility), in simplifying and automating this process. We focus on two key questions: (i) How does the quality of AI-generated SOAP notes based on short clinician summaries compare to human-authored notes, and (ii) To what extent is human editing necessary for improving AI-generated SOAP notes? We found no evidence of prior work assessing the quality of AI-generated clinical notes in pediatric rehabilitation. We used a sample of 432 SOAP notes, evenly divided among human-authored, Copilot-generated, and KAUWbot-generated notes. We employ a blind evaluation by experienced clinicians based on a custom rubric. Statistical analysis is conducted to assess the quality of the notes and the impact of human editing. The results suggest that AI tools such as KAUWbot and Copilot can generate SOAP notes with quality comparable to those authored by humans. We highlight the potential for combining AI with human expertise to enhance clinical documentation and offer insights for the future integration of AI into pediatric rehabilitation practice and other settings for the management of clinical conditions.

cs.HC

A Study on Large Language Models' Limitations in Multiple-Choice Question Answering

The widespread adoption of Large Language Models (LLMs) has become commonplace, particularly with the emergence of open-source models. More importantly, smaller models are well-suited for integration into consumer devices and are frequently employed either as standalone solutions or as subroutines in various AI tasks. Despite their ubiquitous use, there is no systematic analysis of their specific capabilities and limitations. In this study, we tackle one of the most widely used tasks - answering Multiple Choice Question (MCQ). We analyze 26 small open-source models and find that 65% of the models do not understand the task, only 4 models properly select an answer from the given choices, and only 5 of these models are choice order independent. These results are rather alarming given the extensive use of MCQ tests with these models. We recommend exercising caution and testing task understanding before using MCQ to evaluate LLMs in any field whatsoever.

cs.CL

Assessing Language Models' Worldview for Fiction Generation

The use of Large Language Models (LLMs) has become ubiquitous, with abundant applications in computational creativity. One such application is fictional story generation. Fiction is a narrative that occurs in a story world that is slightly different than ours. With LLMs becoming writing partners, we question how suitable they are to generate fiction. This study investigates the ability of LLMs to maintain a state of world essential to generate fiction. Through a series of questions to nine LLMs, we find that only two models exhibit consistent worldview, while the rest are self-conflicting. Subsequent analysis of stories generated by four models revealed a strikingly uniform narrative pattern. This uniformity across models further suggests a lack of `state' necessary for fiction. We highlight the limitations of current LLMs in fiction writing and advocate for future research to test and create story worlds for LLMs to reside in. All code, dataset, and the generated responses can be found in https://github.com/tanny411/llm-reliability-and-consistency-evaluation.

cs.CL

Watching Popular Musicians Learn by Ear: A Hypothesis-Generating Study of Human-Recording Interactions in YouTube Videos

Popular musicians often learn music by ear. It is unclear what role technology plays for those with experience at this task. In search of opportunities for the development of novel human-recording interactions, we analyze 18 YouTube videos depicting real-world examples of by-ear learning, and discuss why, during this preliminary phase of research, online videos are appropriate data. From our observations we generate hypotheses that can inform future work. For example, a musician's scope of learning may influence what technological interactions would help them, they could benefit from tools that accommodate their working memory, and transcription does not appear to play a key role in ear learning. Based on these findings, we pose a number of research questions, and discuss their methodological considerations to guide future study.

cs.HC

TruthEval: A Dataset to Evaluate LLM Truthfulness and Reliability

Large Language Model (LLM) evaluation is currently one of the most important areas of research, with existing benchmarks proving to be insufficient and not completely representative of LLMs' various capabilities. We present a curated collection of challenging statements on sensitive topics for LLM benchmarking called TruthEval. These statements were curated by hand and contain known truth values. The categories were chosen to distinguish LLMs' abilities from their stochastic nature. We perform some initial analyses using this dataset and find several instances of LLMs failing in simple tasks showing their inability to understand simple questions.

cs.CL

Reliability Check: An Analysis of GPT-3's Response to Sensitive Topics and Prompt Wording

Large language models (LLMs) have become mainstream technology with their versatile use cases and impressive performance. Despite the countless out-of-the-box applications, LLMs are still not reliable. A lot of work is being done to improve the factual accuracy, consistency, and ethical standards of these models through fine-tuning, prompting, and Reinforcement Learning with Human Feedback (RLHF), but no systematic analysis of the responses of these models to different categories of statements, or on their potential vulnerabilities to simple prompting changes is available. In this work, we analyze what confuses GPT-3: how the model responds to certain sensitive topics and what effects the prompt wording has on the model response. We find that GPT-3 correctly disagrees with obvious Conspiracies and Stereotypes but makes mistakes with common Misconceptions and Controversies. The model responses are inconsistent across prompts and settings, highlighting GPT-3's unreliability. Dataset and code of our analysis is available in https://github.com/tanny411/GPT3-Reliability-Check.

cs.CL

Crowd Score: A Method for the Evaluation of Jokes using Large Language Model AI Voters as Judges

This paper presents the Crowd Score, a novel method to assess the funniness of jokes using large language models (LLMs) as AI judges. Our method relies on inducing different personalities into the LLM and aggregating the votes of the AI judges into a single score to rate jokes. We validate the votes using an auditing technique that checks if the explanation for a particular vote is reasonable using the LLM. We tested our methodology on 52 jokes in a crowd of four AI voters with different humour types: affiliative, self-enhancing, aggressive and self-defeating. Our results show that few-shot prompting leads to better results than zero-shot for the voting question. Personality induction showed that aggressive and self-defeating voters are significantly more inclined to find more jokes funny of a set of aggressive/self-defeating jokes than the affiliative and self-enhancing voters. The Crowd Score follows the same trend as human judges by assigning higher scores to jokes that are also considered funnier by human judges. We believe that our methodology could be applied to other creative domains such as story, poetry, slogans, etc. It could both help the adoption of a flexible and accurate standard approach to compare different work in the CC community under a common metric and by minimizing human participation in assessing creative artefacts, it could accelerate the prototyping of creative artefacts and reduce the cost of hiring human participants to rate creative artefacts.

cs.AI

Mean and Variance of Phylogenetic Trees

We describe the use of the Frechet mean and variance in the Billera-Holmes-Vogtmann (BHV) treespace to summarize and explore the diversity of a set of phylogenetic trees. We show that the Frechet mean is comparable to other summary methods, and, despite its stickiness property, is more likely to be binary than the majority-rules consensus tree. We show that the Frechet variance is faster and more precise than commonly used variance measures. The Frechet mean and variance are more theoretically justified, and more robust, than previous estimates of this type, and can be estimated reasonably efficiently, providing a foundation for building more advanced statistical methods and leading to applications such as mean hypothesis testing.

q-bio.PE

Fast reconstruction of phylogenetic trees using locality-sensitive hashing

We present the first sub-quadratic time algorithm that with high probability correctly reconstructs phylogenetic trees for short sequences generated by a Markov model of evolution. Due to rapid expansion in sequence databases, such very fast algorithms are becoming necessary. Other fast heuristics have been developed for building trees from very large alignments (Price et al, and Brown et al), but they lack theoretical performance guarantees. Our new algorithm runs in $O(n^{1+γ(g)}\log^2n)$ time, where $γ$ is an increasing function of an upper bound on the branch lengths in the phylogeny, the upper bound $g$ must be below$1/2-\sqrt{1/8} \approx 0.15$, and $γ(g)<1$ for all $g$. For phylogenies with very short branches, the running time of our algorithm is close to linear. For example, if all branch lengths correspond to a mutation probability of less than 0.02, the running time of our algorithm is roughly $O(n^{1.2}\log^2n)$. Via a prototype and a sequence of large-scale experiments, we show that many large phylogenies can be reconstructed fast, without compromising reconstruction accuracy.

q-bio.PE

Fast error-tolerant quartet phylogeny algorithms

We present an algorithm for phylogenetic reconstruction using quartets that returns the correct topology for $n$ taxa in $O(n \log n)$ time with high probability, in a probabilistic model where a quartet is not consistent with the true topology of the tree with constant probability, independent of other quartets. Our incremental algorithm relies upon a search tree structure for the phylogeny that is balanced, with high probability, no matter what the true topology is. Our experimental results show that our method is comparable in runtime to the fastest heuristics, while still offering consistency guarantees.

q-bio.PE