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Magy Seif El-Nasr

Publications and source records attributed to Magy Seif El-Nasr.

At least 19 recordsLinked to original sources

RELATE: An Evaluation Framework for measuring Relational Orientation of Large Language Models

Large language models (LLMs) are increasingly used for emotional support, raising concern that sustained use may draw users away from their real-world relationships. Yet existing evaluations primarily focus on the safety, empathy, or helpfulness of responses, leaving under-examined a relational question: where does the model orient the user for continued support? To address this question, we introduce relational orientation, a property operationalized through two non-exclusive dimensions: inward-facing (IF) language, which positions the AI as the user's ongoing source of support, and outward-scaffolding (OS) language, which encourages real-world human connection. Grounded in psychological and sociological literature, we formalize a taxonomy of relational orientation and present RELATE, a persona-conditioned framework for measuring inward-facing and outward-scaffolding language at the sentence level in multi-turn dialogues. RELATE pairs 76 help-seeking situations adapted from naturally occurring questions with three simulated user styles, providing 228 evaluation stimuli. In our experiments, we evaluate seven LLMs using dialogues with six assistant turns each, yielding 1,596 dialogues and 69,194 assistant sentences. We assess these sentences using a primary rubric-based LLM judge and apply a secondary judge to a subset. Under automated evaluation, we find that the proportion of sentences labeled as IF is higher at the sixth assistant turn than at the first, while the proportion labeled as OS is substantially lower for hesitant, indirect simulated users than for explicit, reassurance-seeking users. RELATE provides a reproducible framework and a sentence-level signal for auditing and steering the relational orientation of supportive LLMs.

cs.CL↗

Oops, Not Now: PEARL, a RAG-Based Support Agent for Gameplay and What Players Want from AI Help

AI-powered gameplay support agents hold promise for game-based learning, yet grounding generative models in structured game data remains an open challenge. We present PEARL (Parallel Education Agent for Reflection and Learning), a dual-component Retrieval-Augmented Generation (RAG) system that combines semantic knowledge retrieval with structural board-state matching to deliver contextualized scaffolding in Parallel, a puzzle game for learning parallel programming. PEARL operates on two input streams (natural language queries and board topology), retrieving both conceptual explanations of gameplay moves and peer-generated board states as evidence: capabilities unavailable to a standard Large Language Model (LLM) with game state access alone. In a qualitative evaluation (N=10) comparing PEARL against an existing community-based Open Player Model (OPM) visualization system, participants preferred the visualization system on perceived usefulness and reported higher frustration with PEARL; five of ten minimized or abandoned the AI tool during play. Proactive delivery, generic responses, and trust deficits drove disengagement, while a subset of four participants found PEARL's grounded explanations complementary to visualization in specific contexts where they initiated the interaction. We position PEARL as a deployed design probe whose failure modes inform a concrete design agenda for AI gameplay support, captured as seven open problems for the community.

cs.HC↗

Relationship-Centered Care: Relatedness and Responsible Design for Human Connections in Mental-Health Care

There has been a growing research interest in Digital Therapeutic Alliance (DTA) as the field of AI-powered conversational agents are being deployed in mental health care, particularly those delivering CBT (Cognitive Behaviour Therapy). Our proposition argues that the current design paradigm which seeks to optimize the bond between a patient in need of support and an AI agent contains a subtle but consequential trap: it risks producing an "appearance of connection" that unintentionally disrupts the fundamental human need for relatedness, which potentially displaces the authentic human relationships upon which long-term psychological recovery depends. We propose a reorientation from designing artificial intelligence tools that simulate relationships to designing AI that scaffolds them. To operationalize our argument, we propose an interdisciplinary model that translates the Responsible AI Six Sphere Framework through the lens of Self-Determination Theory (SDT), with a specific focus on the basic psychological need for relatedness. The resulting model offers the technical and other clinical communities a set of relationship-centered design guidelines and relevant provocations for building AI systems that function not just as companions, but as a catalyst for strengthening a patient's entire relational ecology; their connections with therapists, caregivers, family, and peers. In doing so, we discuss a model towards a more sustainable ecosystem of relationship-centered AI in mental health care.

cs.HC↗

Symbolic Mechanistic Data Attribution: Tracing Training Influence to Learned Behavioral Policies

While existing data attribution methods can identify which training examples build specific mechanistic circuits, they cannot explain how training data shapes the high-level behavioral decisions a model learns to make. To bridge this gap, we introduce Symbolic Mechanistic Data Attribution (SMDA), a framework that attributes training pairs to the interpretable symbolic policies governing model behavior. SMDA fits a closed-form Ridge regression over sparse autoencoder (SAE) features to model a target behavior, then analytically decomposes how each supervised fine-tuning example shifts that policy through feature-activation Delta_X and output-probability Delta_Y pathways. We distill a symbolic policy for refusal behavior in Llama-3.2-3B-Instruct and analyze 200 SFT training pairs. Our analysis reveals that (1) the symbolic policy's coefficients expose systematic gaps in the base model's safety behavior for categories like religious stereotyping; (2) per-feature Delta_X/Delta_Y decomposition can mechanistically explain why harmful and harmless pairs exert qualitatively different influences on certain features; and (3) individual training pairs routinely exhibit cross-feature interference, allowing SMDA to identify training pairs whose dominant effect falls on unintended features. These results demonstrate that combining mechanistic interpretability with data attribution yields a diagnostic tool that is both more fine-grained than black-box influence functions and more scalable than manual circuit analysis.

cs.LG↗

Unlocking Open-Player-Modeling-enhanced Game-Based Learning: The Open Player Socially Analytical Intelligence Architecture

Game-Based Learning (GBL) is a learner-engaging pedagogical methodology, yet adapting games to heterogeneous learners requires transparent, real-time Open Player Models (OPMs). We contribute to the community Open Player Socially Analytical Intelligence (OPSAI), an architecture implementing OPM beyond conceptual frameworks and validated in a GBL application. It decouples gameplay telemetry and analysis from the game engine and automatically derives pedagogically actionable insights, supporting the transparency of computational player models while making them accessible to players. OPSAI comprises three logical layers: a Frontend that both provides the GBL experience and collects information needed for analytics; a stateless Backend that hosts transparent analytics services producing reflective prompts, recommendations, and visualization guides; and a two-tier Log Storage that balances heavy raw gameplay data with lightweight reference indices for low-latency queries. By feeding analytics outputs back into the game interface, OPSAI closes the feedback loop between play and learning, empowering teachers, researchers, and learners alike. We further showcase OPSAI with a full deployment on the Parallel GBL environment, featuring live play traces, peer comparisons, and personalized suggestions, demonstrating a reusable blueprint for future educational games.

cs.HC↗

Change is Hard: Consistent Player Behavior Across Games with Conflicting Incentives

This paper examines how player flexibility -- a player's willingness to engage in a breadth of options or specialize -- manifests across two gaming environments: League of Legends (League) and Teamfight Tactics (TFT). We analyze the gameplay decisions of 4,830 players who have played at least 50 competitive games in both titles and explore cross-game dynamics of behavior retention and consistency. Our work introduces a novel cross-game analysis that tracks the same players' behavior across two different environments, reducing self-selection bias. Our findings reveal that while games incentivize different behaviors (specialization in League versus flexibility in TFT) for performance-based success, players exhibit consistent behavior across platforms. This study contributes to long-standing debate about agency versus structure, showing individual agency may be more predictive of cross-platform behavior than game-imposed structure in competitive settings. These insights offer implications for game developers, designers and researchers interested in building systems to promote behavior change.

cs.HC↗

Beyond Accuracy: Introducing a Symbolic-Mechanistic Approach to Interpretable Evaluation

Accuracy-based evaluation cannot reliably distinguish genuine generalization from shortcuts like memorization, leakage, or brittle heuristics, especially in small-data regimes. In this position paper, we argue for mechanism-aware evaluation that combines task-relevant symbolic rules with mechanistic interpretability, yielding algorithmic pass/fail scores that show exactly where models generalize versus exploit patterns. We demonstrate this on NL-to-SQL by training two identical architectures under different conditions: one without schema information (forcing memorization), one with schema (enabling grounding). Standard evaluation shows the memorization model achieves 94% field-name accuracy on unseen data, falsely suggesting competence. Our symbolic-mechanistic evaluation reveals this model violates core schema generalization rules, a failure invisible to accuracy metrics.

cs.LG↗

Talk, Listen, Connect: How Humans and AI Evaluate Empathy in Responses to Emotionally Charged Narratives

Social interactions promote well-being, yet barriers like geographic distance, time limitations, and mental health conditions can limit face-to-face interactions. Emotionally responsive AI systems, such as chatbots, offer new opportunities for social and emotional support, but raise critical questions about how empathy is perceived and experienced in human-AI interactions. This study examines how empathy is evaluated in AI-generated versus human responses. Using personal narratives, we explored how persona attributes (e.g., gender, empathic traits, shared experiences) and story qualities affect empathy ratings. We compared responses from standard and fine-tuned AI models with human judgments. Results show that while humans are highly sensitive to emotional vividness and shared experience, AI-responses are less influenced by these cues, often lack nuance in empathic expression. These findings highlight challenges in designing emotionally intelligent systems that respond meaningfully across diverse users and contexts, and informs the design of ethically aware tools to support social connection and well-being.

cs.HC↗

What Do You Mean? Exploring How Humans and AI Interact with Symbols and Meanings in Their Interactions

Meaningful human-AI collaboration requires more than processing language; it demands a deeper understanding of symbols and their socially constructed meanings. While humans naturally interpret symbols through social interaction, AI systems often miss the dynamic interpretations that emerge in conversation. Drawing on Symbolic Interactionism theory, we conducted two studies to investigate how humans and AI co-construct symbols and their meanings. Findings provide empirical insights into how humans and conversational AI agents collaboratively shape meanings during interaction. We show how participants shift their initial definitions of meaning in response to the symbols and interpretations suggested by the conversational AI agents, especially when social context is introduced. We also observe how participants project their personal and social values into these interactions, refining meanings over time. These findings reveal that shared understanding does not emerge from mere agreement but from the bi-directional exchange and reinterpretation of symbols, suggesting new paradigms for human-AI interaction design.

cs.AI↗

Listening with Language Models: Using LLMs to Collect and Interpret Classroom Feedback

Traditional end-of-quarter surveys often fail to provide instructors with timely, detailed, and actionable feedback about their teaching. In this paper, we explore how Large Language Model (LLM)-powered chatbots can reimagine the classroom feedback process by engaging students in reflective, conversational dialogues. Through the design and deployment of a three-part system-PromptDesigner, FeedbackCollector, and FeedbackAnalyzer-we conducted a pilot study across two graduate courses at UC Santa Cruz. Our findings suggest that LLM-based feedback systems offer richer insights, greater contextual relevance, and higher engagement compared to standard survey tools. Instructors valued the system's adaptability, specificity, and ability to support mid-course adjustments, while students appreciated the conversational format and opportunity for elaboration. We conclude by discussing the design implications of using AI to facilitate more meaningful and responsive feedback in higher education.

cs.CY↗

Info Overload: A Cooperative Evacuation Game

Info Overload is a minigame within a larger collection aimed at increasing awareness and preparation for an evacuation in the event of a wildfire. The game relies on experiential two-player cooperative gameplay and is played on a mobile device (a phone or tablet).

cs.HC↗

Assessing the Impact of Personality on Affective States from Video Game Communication

Individual differences in personality determine our preferences, traits and values, which should similarly hold for the way we express ourselves. With current advancements and transformations of technology and society, text-based communication has become ordinary and often even surpasses natural voice conversations -- with distinct challenges and opportunities. In this exploratory work, we investigate the impact of personality on the tendency how players of a team-based collaborative alternate reality game express themselves affectively. We collected chat logs from eleven players over two weeks, labeled them according to their affective state, and assessed the connection between them and the five-factor personality domains and facets. After applying multi-linear regression, we found a series of reasonable correlations between (combinations of) personality variables and expressed affect -- as increased confusion could be predicted by lower self-competence (C1), personal annoyance by vulnerability to stress (N6) and expressing anger occured more often in players that are prone to anxiety (N1), less humble and modest (A5), think less carefully before they act (C6) and have higher neuroticism (N). Expanding the data set, sample size and input modalities in subsequent work, we aim to confirm these findings and reveal even more interesting connections that could inform affective computing and games user research equally.

cs.AI↗

Modeling Player Personality Factors from In-Game Behavior and Affective Expression

Developing a thorough understanding of the target audience (and/or single individuals) is a key factor for success - which is exceptionally important and powerful for the domain of video games that can not only benefit from informed decision making during development, but ideally even tailor game content, difficulty and player experience while playing. The granular assessment of individual personality and differences across players is a particularly difficult endeavor, given the highly variant human nature, disagreement in psychological background models and because of the effortful data collection that most often builds upon long, time-consuming and deterrent questionnaires. In this work, we explore possibilities to predict a series of player personality questionnaire metrics from recorded in-game behavior and extend related work by explicitly adding affective dialog decisions to the game environment which could elevate the model's accuracy. Using random forest regression, we predicted a wide variety of personality metrics from seven established questionnaires across 62 players over 60 minute gameplay of a customized version of the role-playing game Fallout: New Vegas. While some personality variables could already be identified from reasonable underlying in-game actions and affective expressions, we did not find ways to predict others or encountered questionable correlations that could not be justified by theoretical background literature. Yet, building on the initial opportunities of this explorative study, we are striving to massively enlarge our data set to players from an ecologically valid industrial game environment and investigate the performance of more sophisticated machine learning approaches.

cs.AI↗

On Video Game Balancing: Joining Player- and Data-Driven Analytics

Balancing is, especially among players, a highly debated topic of video games. Whether a game is sufficiently balanced greatly influences its reception, player satisfaction, churn rates and success. Yet, conceptions about the definition of balance diverge across industry, academia and players, and different understandings of designing balance can lead to worse player experiences than actual imbalances. This work accumulates concepts of balancing video games from industry and academia and introduces a player-driven approach to optimize player experience and satisfaction. Using survey data from 680 participants and empirically recorded data of over 4 million in-game fights of Guild Wars 2, we aggregate player opinions and requirements, contrast them to the status quo and approach a democratized quantitative technique to approximate closer configurations of balance. We contribute a strategy of refining balancing notions, a methodology of tailoring balance to the actual player base and point to an exemplary artifact that realizes this process.

cs.HC↗

Empathetic AI for Empowering Resilience in Games

Failure and resilience are important aspects of gameplay. This is especially important for serious and competitive games, where players need to adapt and cope with failure frequently. In such situations, emotion regulation -- the active process of modulating ones' emotions to cope and adapt to challenging situations -- becomes essential. It is one of the prominent aspects of human intelligence and promotes mental health and well-being. While there has been work on developing artificial emotional regulation assistants to help users cope with emotion regulation in the field of Intelligent Tutoring systems, little is done to incorporate such systems or ideas into (serious) video games. In this paper, we introduce a data-driven 6-phase approach to establish empathetic artificial intelligence (EAI), which operates on raw chat log data to detect key affective states, identify common sequences and emotion regulation strategies and generalizes these to make them applicable for intervention systems.

cs.HC↗

EvolvingBehavior: Towards Co-Creative Evolution of Behavior Trees for Game NPCs

To assist game developers in crafting game NPCs, we present EvolvingBehavior, a novel tool for genetic programming to evolve behavior trees in Unreal Engine 4. In an initial evaluation, we compare evolved behavior to hand-crafted trees designed by our researchers, and to randomly-grown trees, in a 3D survival game. We find that EvolvingBehavior is capable of producing behavior approaching the designer's goals in this context. Finally, we discuss implications and future avenues of exploration for co-creative game AI design tools, as well as challenges and difficulties in behavior tree evolution.

cs.NE↗

Open Player Modeling: Empowering Players through Data Transparency

Data is becoming an important central point for making design decisions for most software. Game development is not an exception. As data-driven methods and systems start to populate these environments, a good question is: can we make models developed from this data transparent to users? In this paper, we synthesize existing work from the Intelligent User Interface and Learning Science research communities, where they started to investigate the potential of making such data and models available to users. We then present a new area exploring this question, which we call Open Player Modeling, as an emerging research area. We define the design space of Open Player Models and present exciting open problems that the games research community can explore. We conclude the paper with a case study and discuss the potential value of this approach.

cs.HC↗

Design-Driven Requirements for Computationally Co-Creative Game AI Design Tools

Game AI designers must manage complex interactions between the AI character, the game world, and the player, while achieving their design visions. Computational co-creativity tools can aid them, but first, AI and HCI researchers must gather requirements and determine design heuristics to build effective co-creative tools. In this work, we present a participatory design study that categorizes and analyzes game AI designers' workflows, goals, and expectations for such tools. We evince deep connections between game AI design and the design of co-creative tools, and present implications for future co-creativity tool research and development.

cs.HC↗