subjective metric
Evaluation of Human-AI Teams for Learned and Rule-Based Agents in Hanabi
Deep reinforcement learning has generated superhuman AI in competitive games such as Go and StarCraft. Can similar learning techniques create a superior AI teammate for human-machine collaborative games? Will humans prefer AI teammates that improve objective team performance or those that improve subjective metrics of trust? In this study, we perform a single-blind evaluation of teams of humans and AI agents in the cooperative card game Hanabi, with both rule-based and learning-based agents. In addition to the game score, used as an objective metric of the human-AI team performance, we also quantify subjective measures of the human's perceived performance, teamwork, interpretability, trust, and overall preference of AI teammate. We find that humans have a clear preference toward a rule-based AI teammate (SmartBot) over a state-of-the-art learning-based AI teammate (Other-Play) across nearly all subjective metrics, and generally view the learning-based agent negatively, despite no statistical difference in the game score. This result has implications for future AI design and reinforcement learning benchmarking, highlighting the need to incorporate subjective metrics of human-AI teaming rather than a singular focus on objective task performance.
How Does Cognitive Bias Affect Large Language Models? A Case Study on the Anchoring Effect in Price Negotiation Simulations
Takenami, Yoshiki, Huang, Yin Jou, Murawaki, Yugo, Chu, Chenhui
Cognitive biases, well-studied in humans, can also be observed in LLMs, affecting their reliability in real-world applications. This paper investigates the anchoring effect in LLM-driven price negotiations. To this end, we instructed seller LLM agents to apply the anchoring effect and evaluated negotiations using not only an objective metric but also a subjective metric. Experimental results show that LLMs are influenced by the anchoring effect like humans. Additionally, we investigated the relationship between the anchoring effect and factors such as reasoning and personality. It was shown that reasoning models are less prone to the anchoring effect, suggesting that the long chain of thought mitigates the effect. However, we found no significant correlation between personality traits and susceptibility to the anchoring effect. These findings contribute to a deeper understanding of cognitive biases in LLMs and to the realization of safe and responsible application of LLMs in society.
- Asia > Japan > Honshū > Kansai > Kyoto Prefecture > Kyoto (0.04)
- North America > United States > New Mexico > Bernalillo County > Albuquerque (0.04)
- Europe > Middle East > Malta (0.04)
Evaluation of Human-AI Teams for Learned and Rule-Based Agents in Hanabi
Deep reinforcement learning has generated superhuman AI in competitive games such as Go and StarCraft. Can similar learning techniques create a superior AI teammate for human-machine collaborative games? Will humans prefer AI teammates that improve objective team performance or those that improve subjective metrics of trust? In this study, we perform a single-blind evaluation of teams of humans and AI agents in the cooperative card game Hanabi, with both rule-based and learning-based agents. In addition to the game score, used as an objective metric of the human-AI team performance, we also quantify subjective measures of the human's perceived performance, teamwork, interpretability, trust, and overall preference of AI teammate.
CharacterEval: A Chinese Benchmark for Role-Playing Conversational Agent Evaluation
Tu, Quan, Fan, Shilong, Tian, Zihang, Yan, Rui
Recently, the advent of large language models (LLMs) has revolutionized generative agents. Among them, Role-Playing Conversational Agents (RPCAs) attract considerable attention due to their ability to emotionally engage users. However, the absence of a comprehensive benchmark impedes progress in this field. To bridge this gap, we introduce CharacterEval, a Chinese benchmark for comprehensive RPCA assessment, complemented by a tailored high-quality dataset. The dataset comprises 1,785 multi-turn role-playing dialogues, encompassing 23,020 examples and featuring 77 characters derived from Chinese novels and scripts. It was carefully constructed, beginning with initial dialogue extraction via GPT-4, followed by rigorous human-led quality control, and enhanced with in-depth character profiles sourced from Baidu Baike. CharacterEval employs a multifaceted evaluation approach, encompassing thirteen targeted metrics on four dimensions. Comprehensive experiments on CharacterEval demonstrate that Chinese LLMs exhibit more promising capabilities than GPT-4 in Chinese role-playing conversation. Source code, data source and reward model will be publicly accessible at https://github.com/morecry/CharacterEval.