Khosmood, Foaad
Explaining Humour Style Classifications: An XAI Approach to Understanding Computational Humour Analysis
Kenneth, Mary Ogbuka, Khosmood, Foaad, Edalat, Abbas
Humour styles can have either a negative or a positive impact on well-being. Given the importance of these styles to mental health, significant research has been conducted on their automatic identification. However, the automated machine learning models used for this purpose are black boxes, making their prediction decisions opaque. Clarity and transparency are vital in the field of mental health. This paper presents an explainable AI (XAI) framework for understanding humour style classification, building upon previous work in computational humour analysis. Using the best-performing single model (ALI+XGBoost) from prior research, we apply comprehensive XAI techniques to analyse how linguistic, emotional, and semantic features contribute to humour style classification decisions. Our analysis reveals distinct patterns in how different humour styles are characterised and misclassified, with particular emphasis on the challenges in distinguishing affiliative humour from other styles. Through detailed examination of feature importance, error patterns, and misclassification cases, we identify key factors influencing model decisions, including emotional ambiguity, context misinterpretation, and target identification. The framework demonstrates significant utility in understanding model behaviour, achieving interpretable insights into the complex interplay of features that define different humour styles. Our findings contribute to both the theoretical understanding of computational humour analysis and practical applications in mental health, content moderation, and digital humanities research.
A Two-Model Approach for Humour Style Recognition
Kenneth, Mary Ogbuka, Khosmood, Foaad, Edalat, Abbas
Humour, a fundamental aspect of human communication, manifests itself in various styles that significantly impact social interactions and mental health. Recognising different humour styles poses challenges due to the lack of established datasets and machine learning (ML) models. To address this gap, we present a new text dataset for humour style recognition, comprising 1463 instances across four styles (self-enhancing, self-deprecating, affiliative, and aggressive) and non-humorous text, with lengths ranging from 4 to 229 words. Our research employs various computational methods, including classic machine learning classifiers, text embedding models, and DistilBERT, to establish baseline performance. Additionally, we propose a two-model approach to enhance humour style recognition, particularly in distinguishing between affiliative and aggressive styles. Our method demonstrates an 11.61% improvement in f1-score for affiliative humour classification, with consistent improvements in the 14 models tested. Our findings contribute to the computational analysis of humour in text, offering new tools for studying humour in literature, social media, and other textual sources.
Systematic Literature Review: Computational Approaches for Humour Style Classification
Kenneth, Mary Ogbuka, Khosmood, Foaad, Edalat, Abbas
Understanding various humour styles is essential for comprehending the multifaceted nature of humour and its impact on fields such as psychology and artificial intelligence. This understanding has revealed that humour, depending on the style employed, can either have therapeutic or detrimental effects on an individual's health and relationships. Although studies dedicated exclusively to computational-based humour style analysis remain somewhat rare, an expansive body of research thrives within related task, particularly binary humour and sarcasm recognition. In this systematic literature review (SLR), we survey the landscape of computational techniques applied to these related tasks and also uncover their fundamental relevance to humour style analysis. Through this study, we unveil common approaches, illuminate various datasets and evaluation metrics, and effectively navigate the complex terrain of humour research. Our efforts determine potential research gaps and outlined promising directions. Furthermore, the SLR identifies a range of features and computational models that can seamlessly transition from related tasks like binary humour and sarcasm detection to invigorate humour style classification. These features encompass incongruity, sentiment and polarity analysis, ambiguity detection, acoustic nuances, visual cues, contextual insights, and more. The computational models that emerge contain traditional machine learning paradigms, neural network architectures, transformer-based models, and specialised models attuned to the nuances of humour. Finally, the SLR provides access to existing datasets related to humour and sarcasm, facilitating the work of future researchers.
Improving Startup Success with Text Analysis
Gavrilenko, Emily, Khosmood, Foaad, Rastad, Mahdi, Moghaddam, Sadra Amiri
Investors are interested in predicting future success of startup companies, preferably using publicly available data which can be gathered using free online sources. Using public-only data has been shown to work, but there is still much room for improvement. Two of the best performing prediction experiments use 17 and 49 features respectively, mostly numeric and categorical in nature. In this paper, we significantly expand and diversify both the sources and the number of features (to 171) to achieve better prediction. Data collected from Crunchbase, the Google Search API, and Twitter (now X) are used to predict whether a company will raise a round of funding within a fixed time horizon. Much of the new features are textual and the Twitter subset include linguistic metrics such as measures of passive voice and parts-of-speech. A total of ten machine learning models are also evaluated for best performance. The adaptable model can be used to predict funding 1-5 years into the future, with a variable cutoff threshold to favor either precision or recall. Prediction with comparable assumptions generally achieves F scores above 0.730 which outperforms previous attempts in the literature (0.531), and does so with fewer examples. Furthermore, we find that the vast majority of the performance impact comes from the top 18 of 171 features which are mostly generic company observations, including the best performing individual feature which is the free-form text description of the company.
An Empathetic AI Coach for Self-Attachment Therapy
Alazraki, Lisa, Ghachem, Ali, Polydorou, Neophytos, Khosmood, Foaad, Edalat, Abbas
In this work, we present a new dataset and a computational strategy for a digital coach that aims to guide users in practicing the protocols of self-attachment therapy. Our framework augments a rule-based conversational agent with a deep-learning classifier for identifying the underlying emotion in a user's text response, as well as a deep-learning assisted retrieval method for producing novel, fluent and empathetic utterances. We also craft a set of human-like personas that users can choose to interact with. Our goal is to achieve a high level of engagement during virtual therapy sessions. We evaluate the effectiveness of our framework in a non-clinical trial with N=16 participants, all of whom have had at least four interactions with the agent over the course of five days. We find that our platform is consistently rated higher for empathy, user engagement and usefulness than the simple rule-based framework. Finally, we provide guidelines to further improve the design and performance of the application, in accordance with the feedback received.
A Framework for Complementary Companion Character Behavior in Video Games
Scott, Gavin, Khosmood, Foaad
We propose a game development framework capable of governing the behavior of complementary companions in a video game. A "complementary" action is contrasted with a mimicking action and is defined as any action by a friendly non-player character that furthers the player's strategy. This is determined through a combination of both player action and game state prediction processes while allowing the AI companion to experiment. We determine the location of interest for companion actions based on a dynamic set of regions customized to the individual player. A user study shows promising results; a majority of participants familiar with game design react positively to the companion behavior, stating that they would consider using the frame-work in future games themselves.
MimicA: A Framework for Self-Learning Companion AI Behavior
Angevine, Travis (California Polytechnic State University (Cal Poly)) | Khosmood, Foaad (California Polytechnic State University (Cal Poly))
We explore fully autonomous companion characters within the context of Real Time Strategy games. Non-player Characters that are controlled by Artificial Intelligence to some degree, have been a feature of Role Playing games for decades. But RTS games rarely have a player avatar, and thus no real companions. The universe of RTS games where both an avatar and a companion character exist is small. Most friendly RTS units are semi-autonomous at best, requiring player micromanagement of their behavior. We present MimicA, a real-time framework to govern AI companion behavior by modeling that of the current player. Built for the Unity engine, MimicA is a learn-by-demonstration framework that differs from existing practices in that the behavior is fully autonomous, does not rely on previous modeling exercises and is designed to be generalized and extensible. We analyze and discuss MimicA through a thirty person user study with our own demonstration game, Lord of Towers. We find that 22 out of 30 participants (73%) indicate they enjoyed the game, and this self-reported enjoyment was on par with “traditional tower defense games”. 63% agree that MimicA controlled NPCs are doing what the player would do while 20% disagree. Similarly, 53% realize the NPCs are learning from the player while 20% do not. We also show that NPC with underlying Decision Tree and Naive Bayes algorithms are better than KNN in making the player realize the learning nature of the NPC.
Automated Generation of Conversational Non Player Characters
Pickett, Grant (California Polytechnic State University (Cal Poly)) | Khosmood, Foaad (California Polytechnic State University (Cal Poly)) | Fowler, Allan (California Polytechnic State University (Cal Poly))
An integral part of social believability in role playing games is believability of non-player characters (NPC). In this paper we argue for the importance of believability in NPCs, even those that are completely outside of any pre-written quest or plot. We present NPCAgency, a system designed to generate many conversational NPCs as packaged narrative assets that can be shared and imported into various projects to increase story-world immersion. We believe such a system can help solve two problems. First, the authorial burden of the game designer is lessened, allowing renderings of large numbers of NPCs, each with their own unique background and conversation topics, all conforming to the norms of a predefined “universe”. Second, the immersive aspect of the game is heightened as the player can engage complex characters with lengthy dialogue affordances. We demonstrate the concept by generating fifty characters with attributes drawn from “Game of Thrones” (GOT) / “A Song of Ice and Fire” universe, and exporting them as Inform 7 code, a popular declarative interactive fiction (IF) programming language and authoring tool. A user study of thirty-seven Inform 7 programmers demonstrates that a 62% majority find the tool useful enough to consider for their own work. Further 70% said they would use the system to create “Game of Thrones” background characters for their own projects.