Tessier, Alexander
Elicitron: An LLM Agent-Based Simulation Framework for Design Requirements Elicitation
Ataei, Mohammadmehdi, Cheong, Hyunmin, Grandi, Daniele, Wang, Ye, Morris, Nigel, Tessier, Alexander
Requirements elicitation, a critical, yet time-consuming and challenging step in product development, often fails to capture the full spectrum of user needs. This may lead to products that fall short of expectations. This paper introduces a novel framework that leverages Large Language Models (LLMs) to automate and enhance the requirements elicitation process. LLMs are used to generate a vast array of simulated users (LLM agents), enabling the exploration of a much broader range of user needs and unforeseen use cases. These agents engage in product experience scenarios, through explaining their actions, observations, and challenges. Subsequent agent interviews and analysis uncover valuable user needs, including latent ones. We validate our framework with three experiments. First, we explore different methodologies for diverse agent generation, discussing their advantages and shortcomings. We measure the diversity of identified user needs and demonstrate that context-aware agent generation leads to greater diversity. Second, we show how our framework effectively mimics empathic lead user interviews, identifying a greater number of latent needs than conventional human interviews. Third, we showcase that LLMs can be used to analyze interviews, capture needs, and classify them as latent or not. Our work highlights the potential of using LLM agents to accelerate early-stage product development, reduce costs, and increase innovation.
Path Counting for Grid-Based Navigation
Goldstein, Rhys | Walmsley, Kean (Autodesk Research) | Bibliowicz, Jacobo (Autodesk Research) | Tessier, Alexander | Breslav, Simon (Trax.GD) | Khan, Azam (Trax.GD)
Counting the number of shortest paths on a grid is a simple procedure with close ties to Pascal's triangle. We show how path counting can be used to select relatively direct grid paths for AI-related applications involving navigation through spatial environments. Typical implementations of Dijkstra's algorithm and A* prioritize grid moves in an arbitrary manner, producing paths which stray conspicuously far from line-of-sight trajectories. We find that by counting the number of paths which traverse each vertex, then selecting the vertices with the highest counts, one obtains a path that is reasonably direct in practice and can be improved by refining the grid resolution. Central Dijkstra and Central A* are introduced as the basic methods for computing these central grid paths. Theoretical analysis reveals that the proposed grid-based navigation approach is related to an existing grid-based visibility approach, and establishes that central grid paths converge on clear sightlines as the grid spacing approaches zero. A more general property, that central paths converge on direct paths, is formulated as a conjecture.