new

Get trending papers in your email inbox!

Subscribe

Daily Papers

byAK and the research community

Sep 8

Social Simulacra: Creating Populated Prototypes for Social Computing Systems

Social computing prototypes probe the social behaviors that may arise in an envisioned system design. This prototyping practice is currently limited to recruiting small groups of people. Unfortunately, many challenges do not arise until a system is populated at a larger scale. Can a designer understand how a social system might behave when populated, and make adjustments to the design before the system falls prey to such challenges? We introduce social simulacra, a prototyping technique that generates a breadth of realistic social interactions that may emerge when a social computing system is populated. Social simulacra take as input the designer's description of a community's design -- goal, rules, and member personas -- and produce as output an instance of that design with simulated behavior, including posts, replies, and anti-social behaviors. We demonstrate that social simulacra shift the behaviors that they generate appropriately in response to design changes, and that they enable exploration of "what if?" scenarios where community members or moderators intervene. To power social simulacra, we contribute techniques for prompting a large language model to generate thousands of distinct community members and their social interactions with each other; these techniques are enabled by the observation that large language models' training data already includes a wide variety of positive and negative behavior on social media platforms. In evaluations, we show that participants are often unable to distinguish social simulacra from actual community behavior and that social computing designers successfully refine their social computing designs when using social simulacra.

Classification Benchmarks for Under-resourced Bengali Language based on Multichannel Convolutional-LSTM Network

Exponential growths of social media and micro-blogging sites not only provide platforms for empowering freedom of expressions and individual voices but also enables people to express anti-social behaviour like online harassment, cyberbullying, and hate speech. Numerous works have been proposed to utilize these data for social and anti-social behaviours analysis, document characterization, and sentiment analysis by predicting the contexts mostly for highly resourced languages such as English. However, there are languages that are under-resources, e.g., South Asian languages like Bengali, Tamil, Assamese, Telugu that lack of computational resources for the NLP tasks. In this paper, we provide several classification benchmarks for Bengali, an under-resourced language. We prepared three datasets of expressing hate, commonly used topics, and opinions for hate speech detection, document classification, and sentiment analysis, respectively. We built the largest Bengali word embedding models to date based on 250 million articles, which we call BengFastText. We perform three different experiments, covering document classification, sentiment analysis, and hate speech detection. We incorporate word embeddings into a Multichannel Convolutional-LSTM (MConv-LSTM) network for predicting different types of hate speech, document classification, and sentiment analysis. Experiments demonstrate that BengFastText can capture the semantics of words from respective contexts correctly. Evaluations against several baseline embedding models, e.g., Word2Vec and GloVe yield up to 92.30%, 82.25%, and 90.45% F1-scores in case of document classification, sentiment analysis, and hate speech detection, respectively during 5-fold cross-validation tests.

DeepHateExplainer: Explainable Hate Speech Detection in Under-resourced Bengali Language

The exponential growths of social media and micro-blogging sites not only provide platforms for empowering freedom of expressions and individual voices, but also enables people to express anti-social behaviour like online harassment, cyberbullying, and hate speech. Numerous works have been proposed to utilize textual data for social and anti-social behaviour analysis, by predicting the contexts mostly for highly-resourced languages like English. However, some languages are under-resourced, e.g., South Asian languages like Bengali, that lack computational resources for accurate natural language processing (NLP). In this paper, we propose an explainable approach for hate speech detection from the under-resourced Bengali language, which we called DeepHateExplainer. Bengali texts are first comprehensively preprocessed, before classifying them into political, personal, geopolitical, and religious hates using a neural ensemble method of transformer-based neural architectures (i.e., monolingual Bangla BERT-base, multilingual BERT-cased/uncased, and XLM-RoBERTa). Important(most and least) terms are then identified using sensitivity analysis and layer-wise relevance propagation(LRP), before providing human-interpretable explanations. Finally, we compute comprehensiveness and sufficiency scores to measure the quality of explanations w.r.t faithfulness. Evaluations against machine learning~(linear and tree-based models) and neural networks (i.e., CNN, Bi-LSTM, and Conv-LSTM with word embeddings) baselines yield F1-scores of 78%, 91%, 89%, and 84%, for political, personal, geopolitical, and religious hates, respectively, outperforming both ML and DNN baselines.

Large Content And Behavior Models To Understand, Simulate, And Optimize Content And Behavior

Shannon, in his seminal paper introducing information theory, divided the communication into three levels: technical, semantic, and effectivenss. While the technical level is concerned with accurate reconstruction of transmitted symbols, the semantic and effectiveness levels deal with the inferred meaning and its effect on the receiver. Thanks to telecommunications, the first level problem has produced great advances like the internet. Large Language Models (LLMs) make some progress towards the second goal, but the third level still remains largely untouched. The third problem deals with predicting and optimizing communication for desired receiver behavior. LLMs, while showing wide generalization capabilities across a wide range of tasks, are unable to solve for this. One reason for the underperformance could be a lack of "behavior tokens" in LLMs' training corpora. Behavior tokens define receiver behavior over a communication, such as shares, likes, clicks, purchases, retweets, etc. While preprocessing data for LLM training, behavior tokens are often removed from the corpora as noise. Therefore, in this paper, we make some initial progress towards reintroducing behavior tokens in LLM training. The trained models, other than showing similar performance to LLMs on content understanding tasks, show generalization capabilities on behavior simulation, content simulation, behavior understanding, and behavior domain adaptation. Using a wide range of tasks on two corpora, we show results on all these capabilities. We call these models Large Content and Behavior Models (LCBMs). Further, to spur more research on LCBMs, we release our new Content Behavior Corpus (CBC), a repository containing communicator, message, and corresponding receiver behavior.

SACSoN: Scalable Autonomous Control for Social Navigation

Machine learning provides a powerful tool for building socially compliant robotic systems that go beyond simple predictive models of human behavior. By observing and understanding human interactions from past experiences, learning can enable effective social navigation behaviors directly from data. In this paper, our goal is to develop methods for training policies for socially unobtrusive navigation, such that robots can navigate among humans in ways that don't disturb human behavior. We introduce a definition for such behavior based on the counterfactual perturbation of the human: if the robot had not intruded into the space, would the human have acted in the same way? By minimizing this counterfactual perturbation, we can induce robots to behave in ways that do not alter the natural behavior of humans in the shared space. Instantiating this principle requires training policies to minimize their effect on human behavior, and this in turn requires data that allows us to model the behavior of humans in the presence of robots. Therefore, our approach is based on two key contributions. First, we collect a large dataset where an indoor mobile robot interacts with human bystanders. Second, we utilize this dataset to train policies that minimize counterfactual perturbation. We provide supplementary videos and make publicly available the largest-of-its-kind visual navigation dataset on our project page.