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 interestingness



AgentEval: Generative Agents as Reliable Proxies for Human Evaluation of AI-Generated Content

Vu, Thanh, Nayak, Richi, Balasubramaniam, Thiru

arXiv.org Artificial Intelligence

Modern businesses are increasingly challenged by the time and expense required to generate and assess high-quality content. Human writers face time constraints, and extrinsic evaluations can be costly. While Large Language Models (LLMs) offer potential in content creation, concerns about the quality of AI-generated content persist. Traditional evaluation methods, like human surveys, further add operational costs, highlighting the need for efficient, automated solutions. This research introduces Generative Agents as a means to tackle these challenges. These agents can rapidly and cost-effectively evaluate AI-generated content, simulating human judgment by rating aspects such as coherence, interestingness, clarity, fairness, and relevance. By incorporating these agents, businesses can streamline content generation and ensure consistent, high-quality output while minimizing reliance on costly human evaluations. The study provides critical insights into enhancing LLMs for producing business-aligned, high-quality content, offering significant advancements in automated content generation and evaluation.


A Matter of Interest: Understanding Interestingness of Math Problems in Humans and Language Models

Mishra, Shubhra, Machino, Yuka, Poesia, Gabriel, Jiang, Albert, Hsu, Joy, Weller, Adrian, Mishra, Challenger, Broman, David, Tenenbaum, Joshua B., Jamnik, Mateja, Zhang, Cedegao E., Collins, Katherine M.

arXiv.org Artificial Intelligence

The evolution of mathematics has been guided in part by interestingness. From researchers choosing which problems to tackle next, to students deciding which ones to engage with, people's choices are often guided by judgments about how interesting or challenging problems are likely to be. As AI systems, such as LLMs, increasingly participate in mathematics with people -- whether for advanced research or education -- it becomes important to understand how well their judgments align with human ones. Our work examines this alignment through two empirical studies of human and LLM assessment of mathematical interestingness and difficulty, spanning a range of mathematical experience. We study two groups: participants from a crowdsourcing platform and International Math Olympiad competitors. We show that while many LLMs appear to broadly agree with human notions of interestingness, they mostly do not capture the distribution observed in human judgments. Moreover, most LLMs only somewhat align with why humans find certain math problems interesting, showing weak correlation with human-selected interestingness rationales. Together, our findings highlight both the promises and limitations of current LLMs in capturing human interestingness judgments for mathematical AI thought partnerships.


On Improvisation and Open-Endedness: Insights for Experiential AI

Hu, Botao 'Amber'

arXiv.org Artificial Intelligence

Improvisation--the art of spontaneous creation that unfolds moment-to-moment without a scripted outcome--requires practitioners to continuously sense, adapt, and create anew. It is a fundamental mode of human creativity spanning music, dance, and everyday life. The open-ended nature of improvisation produces a stream of novel, unrepeatable moments--an aspect highly valued in artistic creativity. In parallel, open-endedness (OE)--a system's capacity for unbounded novelty and endless "interestingness"--is exemplified in natural or cultural evolution and has been considered "the last grand challenge" in artificial life (ALife). The rise of generative AI now raises the question in computational creativity (CC) research: What makes a "good" improvisation for AI? Can AI learn to improvise in a genuinely open-ended way? In this work-in-progress paper, we report insights from in-depth interviews with 6 experts in improvisation across dance, music, and contact improvisation. We draw systemic connections between human improvisa-tional arts and the design of future experiential AI agents that could improvise alone or alongside humans--or even with other AI agents--embodying qualities of improvisation drawn from practice: active listening (umwelt and awareness), being in the time (mindfulness and ephemerality), embracing the unknown (source of randomness and serendipity), non-judgmental flow (acceptance and dynamical stability, balancing structure and surprise (unpredictable criticality at edge of chaos), imaginative metaphor (synaesthesia and planning), empathy, trust, boundary, and care (mutual theory of mind), and playfulness and intrinsic motivation (maintaining interestingness).


Unveiling Interesting Insights: Monte Carlo Tree Search for Knowledge Discovery

Totis, Pietro, Pozanco, Alberto, Borrajo, Daniel

arXiv.org Artificial Intelligence

Organizations are increasingly focused on leveraging data from their processes to gain insights and drive decision-making. However, converting this data into actionable knowledge remains a difficult and time-consuming task. There is often a gap between the volume of data collected and the ability to process and understand it, which automated knowledge discovery aims to fill. Automated knowledge discovery involves complex open problems, including effectively navigating data, building models to extract implicit relationships, and considering subjective goals and knowledge. In this paper, we introduce a novel method for Automated Insights and Data Exploration (AIDE), that serves as a robust foundation for tackling these challenges through the use of Monte Carlo Tree Search (MCTS). We evaluate AIDE using both real-world and synthetic data, demonstrating its effectiveness in identifying data transformations and models that uncover interesting data patterns. Among its strengths, AIDE's MCTS-based framework offers significant extensibility, allowing for future integration of additional pattern extraction strategies and domain knowledge. This makes AIDE a valuable step towards developing a comprehensive solution for automated knowledge discovery.


IntrEx: A Dataset for Modeling Engagement in Educational Conversations

Tan, Xingwei, Parvatham, Mahathi, Gambi, Chiara, Pergola, Gabriele

arXiv.org Artificial Intelligence

Engagement and motivation are crucial for second-language acquisition, yet maintaining learner interest in educational conversations remains a challenge. While prior research has explored what makes educational texts interesting, still little is known about the linguistic features that drive engagement in conversations. To address this gap, we introduce IntrEx, the first large dataset annotated for interestingness and expected interestingness in teacher-student interactions. Built upon the Teacher-Student Chatroom Corpus (TSCC), IntrEx extends prior work by incorporating sequence-level annotations, allowing for the study of engagement beyond isolated turns to capture how interest evolves over extended dialogues. We employ a rigorous annotation process with over 100 second-language learners, using a comparison-based rating approach inspired by reinforcement learning from human feedback (RLHF) to improve agreement. We investigate whether large language models (LLMs) can predict human interestingness judgments. We find that LLMs (7B/8B parameters) fine-tuned on interestingness ratings outperform larger proprietary models like GPT-4o, demonstrating the potential for specialised datasets to model engagement in educational settings. Finally, we analyze how linguistic and cognitive factors, such as concreteness, comprehensibility (readability), and uptake, influence engagement in educational dialogues.


InterFeat: A Pipeline for Finding Interesting Scientific Features

Ofer, Dan, Linial, Michal, Shahaf, Dafna

arXiv.org Artificial Intelligence

Finding interesting phenomena is the core of scientific discovery, but it is a manual, ill-defined concept. We present an integrative pipeline for automating the discovery of interesting simple hypotheses (feature-target relations with effect direction and a potential underlying mechanism) in structured biomedical data. The pipeline combines machine learning, knowledge graphs, literature search and Large Language Models. We formalize "interestingness" as a combination of novelty, utility and plausibility. On 8 major diseases from the UK Biobank, our pipeline consistently recovers risk factors years before their appearance in the literature. 40--53% of our top candidates were validated as interesting, compared to 0--7% for a SHAP-based baseline. Overall, 28% of 109 candidates were interesting to medical experts. The pipeline addresses the challenge of operationalizing "interestingness" scalably and for any target. We release data and code: https://github.com/LinialLab/InterFeat


Interestingness First Classifiers

Sato, Ryoma

arXiv.org Machine Learning

Most machine learning models are designed to maximize predictive accuracy. In this work, we explore a different goal: building classifiers that are interesting. An ``interesting classifier'' is one that uses unusual or unexpected features, even if its accuracy is lower than the best possible model. For example, predicting room congestion from CO2 levels achieves near-perfect accuracy but is unsurprising. In contrast, predicting room congestion from humidity is less accurate yet more nuanced and intriguing. We introduce EUREKA, a simple framework that selects features according to their perceived interestingness. Our method leverages large language models to rank features by their interestingness and then builds interpretable classifiers using only the selected interesting features. Across several benchmark datasets, EUREKA consistently identifies features that are non-obvious yet still predictive. For example, in the Occupancy Detection dataset, our method favors humidity over CO2 levels and light intensity, producing classifiers that achieve meaningful accuracy while offering insights. In the Twin Papers dataset, our method discovers the rule that papers with a colon in the title are more likely to be cited in the future. We argue that such models can support new ways of knowledge discovery and communication, especially in settings where moderate accuracy is sufficient but novelty and interpretability are valued.



Level Generation with Constrained Expressive Range

Bazzaz, Mahsa, Cooper, Seth

arXiv.org Artificial Intelligence

Expressive range analysis is a visualization-based technique used to evaluate the performance of generative models, particularly in game level generation. It typically employs two quantifiable metrics to position generated artifacts on a 2D plot, offering insight into how content is distributed within a defined metric space. In this work, we use the expressive range of a generator as the conceptual space of possible creations. Inspired by the quality diversity paradigm, we explore this space to generate levels. To do so, we use a constraint-based generator that systematically traverses and generates levels in this space. To train the constraint-based generator we use different tile patterns to learn from the initial example levels. We analyze how different patterns influence the exploration of the expressive range. Specifically, we compare the exploration process based on time, the number of successful and failed sample generations, and the overall interestingness of the generated levels. Unlike typical quality diversity approaches that rely on random generation and hope to get good coverage of the expressive range, this approach systematically traverses the grid ensuring more coverage. This helps create unique and interesting game levels while also improving our understanding of the generator's strengths and limitations.