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 protagonist




0e915db6326b6fb6a3c56546980a8c93-Supplemental.pdf

Neural Information Processing Systems

Let B be the maximum difference betweenU1t and U2t, and let (π,θ1,θ2) be a Nash Equilibrium forG. Let π1 be the best response to the first teacher (with utilityU1t) and let π1+2 be the best response policy to the joint teacher. This result shows that as we reduce the number of random episodes, the approximation to aminimax regret strategy improves. Let G be the dual curriculum game in which the first teacher maximizes regret, so U1t = URt, and the second teacher plays randomly, soU2t = UUt . Finally,we need to show thatπ2+3 isoptimal for the student.



Who Is the Story About? Protagonist Entity Recognition in News

Gabín, Jorge, Ares, M. Eduardo, Parapar, Javier

arXiv.org Artificial Intelligence

News articles often reference numerous organizations, but traditional Named Entity Recognition (NER) treats all mentions equally, obscuring which entities genuinely drive the narrative. This limits downstream tasks that rely on understanding event salience, influence, or narrative focus. We introduce Protagonist Entity Recognition (PER), a task that identifies the organizations that anchor a news story and shape its main developments. To validate PER, we compare the predictions of Large Language Models (LLMs) against annotations from four expert annotators over a gold corpus, establishing both inter-annotator consistency and human-LLM agreement. Leveraging these findings, we use state-of-the-art LLMs to automatically label large-scale news collections through NER-guided prompting, generating scalable, high-quality supervision. We then evaluate whether other LLMs, given reduced context and without explicit candidate guidance, can still infer the correct protagonists. Our results demonstrate that PER is a feasible and meaningful extension to narrative-centered information extraction, and that guided LLMs can approximate human judgments of narrative importance at scale.


CreativityPrism: A Holistic Benchmark for Large Language Model Creativity

Hou, Zhaoyi Joey, Zhang, Bowei Alvin, Lu, Yining, Baghel, Bhiman Kumar, Brei, Anneliese, Lu, Ximing, Jiang, Meng, Brahman, Faeze, Chaturvedi, Snigdha, Chang, Haw-Shiuan, Khashabi, Daniel, Li, Xiang Lorraine

arXiv.org Artificial Intelligence

Creativity is often seen as a hallmark of human intelligence. While large language models (LLMs) are increasingly perceived as producing creative text, there is still no holistic framework to evaluate their creativity across diverse scenarios. Existing evaluation methods remain fragmented, with dramatic variation across domains and tasks, largely due to differing definitions and measurements of creativity. Inspired by the hypothesis that creativity is not one fixed idea, we propose CreativityPrism, an evaluation analysis framework that decomposes creativity into three dimensions: quality, novelty, and diversity. CreativityPrism incorporates nine tasks, three domains, i.e., divergent thinking, creative writing, and logical reasoning, and twenty evaluation metrics, which measure each dimension in task-specific, unique ways. We evaluate 17 state-of-the-art (SoTA) proprietary and open-sourced LLMs on CreativityPrism and analyze the performance correlations among different metrics and task domains. Our results reveal a notable gap between proprietary and open-source models. Overall, model performance tends to be highly correlated across tasks within the same domain and less so across different domains. Among evaluation dimensions, diversity and quality metrics show strong correlations - models that perform well on one often excel on the other - whereas novelty exhibits much weaker correlation with either. These findings support our hypothesis that strong performance in one creativity task or dimension does not necessarily generalize to others, underscoring the need for a holistic evaluation of LLM creativity.




'Baby Steps' Is a Hiking Game That Trolls 'Slightly Problematic' Men

WIRED

Is a Hiking Game That Trolls'Slightly Problematic' Men The walking simulator, launching September 23 on PlayStation and Steam, stars a jobless 35-year-old "privileged, white male" whose pride stops him from getting help. Game developer Bennett Foddy was watching a Greek myth unfold in front of him. A playtester for his latest project,, was struggling to navigate the game's lead--Nate, a 35-year-old "failson" in a stained onesie--up a slippery hill. Each time, the terrain proved to be too much, and Nate skidded uselessly down it. Foddy has a reputation for making onerous games that take a little bit of masochism to master.


Can You Really Live One Day at a Time?

The New Yorker

Productivity culture encourages us to live inside our tasks and projects. But nature offers its own organizational system. This summer, I reread the novel " Aurora," by Kim Stanley Robinson, a science-fiction writer whom I profiled a few years ago. Robinson has an ecological orientation, and "Aurora" is basically a book about how we fit into nature. It ends on a beach, with an extended description of swimming in big waves. It's early morning, and the waves, as they rise, "turn a deep translucent green."