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 humor


Humor in AI: Massive Scale Crowd-Sourced Preferences and Benchmarks for Cartoon Captioning

Neural Information Processing Systems

We present a novel multimodal preference dataset for creative tasks, consisting of over 250 million human votes on more than 2.2 million captions, collected through crowdsourcing rating data for The New Yorker's weekly cartoon caption contest over the past eight years. This unique dataset supports the development and evaluation of multimodal large language models and preference-based fine-tuning algorithms for humorous caption generation. We propose novel benchmarks for judging the quality of model-generated captions, utilizing both GPT4 and human judgments to establish ranking-based evaluation strategies. Our experimental results highlight the limitations of current fine-tuning methods, such as RLHF and DPO, when applied to creative tasks. Furthermore, we demonstrate that even state-of-the-art models like GPT4 and Claude currently underperform top human contestants in generating humorous captions.


Computational Creativity: Coming of Age

AI Magazine

Such creative software can be used for autonomous creative tasks, such as inventing mathematical theories, writing poems, painting pictures, and composing music. However, computational creativity studies also enable us to understand human creativity and to produce programs for creative people to use, where the software acts as a creative collaborator rather than a mere tool. Historically, it's been difficult for society to come to terms with machines that purport to be intelligent and even more difficult to admit that they might be creative. For instance, in 1934, some professors at the University of Manchester in the United Kingdom built meccano models that were able to solve some mathematical equations. Groundbreaking for its time, this project was written up in a piece in Meccano Magazine.


AI for Gerontechnology

AI Magazine

The titles of the eight symposia were as follows: AI for Gerontechnology (FS-12-01), Artificial Intelligence of Humor (FS-12-02), Discovery Informatics: The Role of AI Research in Innovating Scientific Processes (FS-12-03), Human Control of Bio-Inspired Swarms (FS-12-04), Information Retrieval and Knowledge Discovery in Biomedical Text (FS-12-05), Machine Aggregation of Human Judgment (FS-12-06), Robots Learning Interactively from Human Teachers (FS-12- 07), and Social Networks and Social Contagion (FS-12-08). The highlights of each symposium are presented in this report. The development of user-centered technologies that assist older adults to live independently and also reduce the burden on caregivers is gaining more attention due to increasing healthcare costs and the aging population. AI is central to these technologies as it deals with the process of transforming raw sensor data into human-interpretable abstractions, innovating new human computer interfaces, as well as planning and reasoning. The symposium provided an intimate setting for researchers from the disciplines of computer science, engineering, nursing, psychology, cognitive science, and health informatics to take stock of the state of the art, highlighting successes and failures, while discussing new problems and opportunities.


Can Computers Create Humor?

AI Magazine

One obstacle to progress is the lack of a precise and detailed theory of how humor operates. Nevertheless, since the early 1990s, there have been a number of small programs that create simple verbal humor, and more recently there have been studies of the automatic classification of the humorous status of texts. In addition, there are a number of advocates of the practical uses of computational humor: in user interfaces, in education, and in advertising. Computer-generated humor is still quite basic, but it could be viewed as a form of exploratory creativity. For computational humor to improve, some hard problems in AI will have to be addressed.