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 user-generated content


LMM-Incentive: Large Multimodal Model-based Incentive Design for User-Generated Content in Web 3.0

Wen, Jinbo, Kang, Jiawen, Zhang, Linfeng, Tang, Xiaoying, Tang, Jianhang, Zhang, Yang, Yang, Zhaohui, Niyato, Dusit

arXiv.org Artificial Intelligence

Web 3.0 represents the next generation of the Internet, which is widely recognized as a decentralized ecosystem that focuses on value expression and data ownership. By leveraging blockchain and artificial intelligence technologies, Web 3.0 offers unprecedented opportunities for users to create, own, and monetize their content, thereby enabling User-Generated Content (UGC) to an entirely new level. However, some self-interested users may exploit the limitations of content curation mechanisms and generate low-quality content with less effort, obtaining platform rewards under information asymmetry. Such behavior can undermine Web 3.0 performance. To this end, we propose \textit{LMM-Incentive}, a novel Large Multimodal Model (LMM)-based incentive mechanism for UGC in Web 3.0. Specifically, we propose an LMM-based contract-theoretic model to motivate users to generate high-quality UGC, thereby mitigating the adverse selection problem from information asymmetry. To alleviate potential moral hazards after contract selection, we leverage LMM agents to evaluate UGC quality, which is the primary component of the contract, utilizing prompt engineering techniques to improve the evaluation performance of LMM agents. Recognizing that traditional contract design methods cannot effectively adapt to the dynamic environment of Web 3.0, we develop an improved Mixture of Experts (MoE)-based Proximal Policy Optimization (PPO) algorithm for optimal contract design. Simulation results demonstrate the superiority of the proposed MoE-based PPO algorithm over representative benchmarks in the context of contract design. Finally, we deploy the designed contract within an Ethereum smart contract framework, further validating the effectiveness of the proposed scheme.


Aligning Large Language Models with Implicit Preferences from User-Generated Content

Tan, Zhaoxuan, Li, Zheng, Liu, Tianyi, Wang, Haodong, Yun, Hyokun, Zeng, Ming, Chen, Pei, Zhang, Zhihan, Gao, Yifan, Wang, Ruijie, Nigam, Priyanka, Yin, Bing, Jiang, Meng

arXiv.org Artificial Intelligence

Learning from preference feedback is essential for aligning large language models (LLMs) with human values and improving the quality of generated responses. However, existing preference learning methods rely heavily on curated data from humans or advanced LLMs, which is costly and difficult to scale. In this work, we present PUGC, a novel framework that leverages implicit human Preferences in unlabeled User-Generated Content (UGC) to generate preference data. Although UGC is not explicitly created to guide LLMs in generating human-preferred responses, it often reflects valuable insights and implicit preferences from its creators that has the potential to address readers' questions. PUGC transforms UGC into user queries and generates responses from the policy model. The UGC is then leveraged as a reference text for response scoring, aligning the model with these implicit preferences. This approach improves the quality of preference data while enabling scalable, domain-specific alignment. Experimental results on Alpaca Eval 2 show that models trained with DPO and PUGC achieve a 9.37% performance improvement over traditional methods, setting a 35.93% state-of-the-art length-controlled win rate using Mistral-7B-Instruct. Further studies highlight gains in reward quality, domain-specific alignment effectiveness, robustness against UGC quality, and theory of mind capabilities. Our code and dataset are available at https://zhaoxuan.info/PUGC.github.io/


Enhancing Granular Sentiment Classification with Chain-of-Thought Prompting in Large Language Models

Miriyala, Vihaan, Bukkapatnam, Smrithi, Prahallad, Lavanya

arXiv.org Artificial Intelligence

We explore the use of Chain-of-Thought (CoT) prompting with large language models (LLMs) to improve the accuracy of granular sentiment categorization in app store reviews. Traditional numeric and polarity-based ratings often fail to capture the nuanced sentiment embedded in user feedback. We evaluated the effectiveness of CoT prompting versus simple prompting on 2000 Amazon app reviews by comparing each method's predictions to human judgements. CoT prompting improved classification accuracy from 84% to 93% highlighting the benefit of explicit reasoning in enhancing sentiment analysis performance.


The Video Game Industry Is Finally Getting Serious About Player Safety

WIRED

In 2025 we will enter a new era of safety by design for our digital playgrounds. Online games are spaces where billions of people worldwide come together to play, socialize, and unwind. However, they are also environments where harassment, hate speech, and grooming for violence and sexual exploration frequently occur. Today, most players of online games report being a direct target or witnessing one or more of these actions. A 2024 report found 82 percent of players report being a direct victim, and 88 percent report witnessing some form of so-called "toxic" behavior.


Buzz to Broadcast: Predicting Sports Viewership Using Social Media Engagement

Trotter, Anakin

arXiv.org Artificial Intelligence

Accurately predicting sports viewership is crucial for optimizing ad sales and revenue forecasting. Social media platforms, such as Reddit, provide a wealth of user-generated content that reflects audience engagement and interest. In this study, we propose a regression-based approach to predict sports viewership using social media metrics, including post counts, comments, scores, and sentiment analysis from TextBlob and VADER. Through iterative improvements, such as focusing on major sports subreddits, incorporating categorical features, and handling outliers by sport, the model achieved an $R^2$ of 0.99, a Mean Absolute Error (MAE) of 1.27 million viewers, and a Root Mean Squared Error (RMSE) of 2.33 million viewers on the full dataset. These results demonstrate the model's ability to accurately capture patterns in audience behavior, offering significant potential for pre-event revenue forecasting and targeted advertising strategies.


Harmful Suicide Content Detection

Park, Kyumin, Baik, Myung Jae, Hwang, YeongJun, Shin, Yen, Lee, HoJae, Lee, Ruda, Lee, Sang Min, Sun, Je Young Hannah, Lee, Ah Rah, Yoon, Si Yeun, Lee, Dong-ho, Moon, Jihyung, Bak, JinYeong, Cho, Kyunghyun, Paik, Jong-Woo, Park, Sungjoon

arXiv.org Artificial Intelligence

Harmful suicide content on the Internet is a significant risk factor inducing suicidal thoughts and behaviors among vulnerable populations. Despite global efforts, existing resources are insufficient, specifically in high-risk regions like the Republic of Korea. Current research mainly focuses on understanding negative effects of such content or suicide risk in individuals, rather than on automatically detecting the harmfulness of content. To fill this gap, we introduce a harmful suicide content detection task for classifying online suicide content into five harmfulness levels. We develop a multi-modal benchmark and a task description document in collaboration with medical professionals, and leverage large language models (LLMs) to explore efficient methods for moderating such content. Our contributions include proposing a novel detection task, a multi-modal Korean benchmark with expert annotations, and suggesting strategies using LLMs to detect illegal and harmful content. Owing to the potential harm involved, we publicize our implementations and benchmark, incorporating an ethical verification process.


Leveraging AI to Generate Audio for User-generated Content in Video Games

Marrinan, Thomas, Akram, Pakeeza, Gurmessa, Oli, Shishkin, Anthony

arXiv.org Artificial Intelligence

In video game design, audio (both environmental background music and object sound effects) play a critical role. Sounds are typically pre-created assets designed for specific locations or objects in a game. However, user-generated content is becoming increasingly popular in modern games (e.g. building custom environments or crafting unique objects). Since the possibilities are virtually limitless, it is impossible for game creators to pre-create audio for user-generated content. We explore the use of generative artificial intelligence to create music and sound effects on-the-fly based on user-generated content. We investigate two avenues for audio generation: 1) text-to-audio: using a text description of user-generated content as input to the audio generator, and 2) image-to-audio: using a rendering of the created environment or object as input to an image-to-text generator, then piping the resulting text description into the audio generator. In this paper we discuss ethical implications of using generative artificial intelligence for user-generated content and highlight two prototype games where audio is generated for user-created environments and objects.


Reddit's Sale of User Data for AI Training Draws FTC Inquiry

WIRED

Reddit said ahead of its IPO next week that licensing user posts to Google and others for AI projects could bring in 203 million of revenue over the next few years. The community-driven platform was forced to disclose Friday that US regulators already have questions about that new line of business. In a regulatory filing, Reddit said that it received a letter from the US Federal Trade Commision on Thursday asking about "our sale, licensing, or sharing of user-generated content with third parties to train AI models." The FTC, the US government's primary antitrust regulator, has the power to sanction companies found to engage in unfair or deceptive trade practices. Reddit isn't alone in trying to make a buck off licensing data, including that generated by users, for AI.


Few-Shot Learning for Chronic Disease Management: Leveraging Large Language Models and Multi-Prompt Engineering with Medical Knowledge Injection

Liu, Haoxin, Zhang, Wenli, Xie, Jiaheng, Kim, Buomsoo, Zhang, Zhu, Chai, Yidong

arXiv.org Artificial Intelligence

This study harnesses state-of-the-art AI technology for chronic disease management, specifically in detecting various mental disorders through user-generated textual content. Existing studies typically rely on fully supervised machine learning, which presents challenges such as the labor-intensive manual process of annotating extensive training data for each disease and the need to design specialized deep learning architectures for each problem. To address such challenges, we propose a novel framework that leverages advanced AI techniques, including large language models and multi-prompt engineering. Specifically, we address two key technical challenges in data-driven chronic disease management: (1) developing personalized prompts to represent each user's uniqueness and (2) incorporating medical knowledge into prompts to provide context for chronic disease detection, instruct learning objectives, and operationalize prediction goals. We evaluate our method using four mental disorders, which are prevalent chronic diseases worldwide, as research cases. On the depression detection task, our method (F1 = 0.975~0.978) significantly outperforms traditional supervised learning paradigms, including feature engineering (F1 = 0.760) and architecture engineering (F1 = 0.756). Meanwhile, our approach demonstrates success in few-shot learning, i.e., requiring only a minimal number of training examples to detect chronic diseases based on user-generated textual content (i.e., only 2, 10, or 100 subjects). Moreover, our method can be generalized to other mental disorder detection tasks, including anorexia, pathological gambling, and self-harm (F1 = 0.919~0.978).


Enriching the NArabizi Treebank: A Multifaceted Approach to Supporting an Under-Resourced Language

Arij, Riabi, Menel, Mahamdi, Djamé, Seddah

arXiv.org Artificial Intelligence

In this paper we address the scarcity of annotated data for NArabizi, a Romanized form of North African Arabic used mostly on social media, which poses challenges for Natural Language Processing (NLP). We introduce an enriched version of NArabizi Treebank (Seddah et al., 2020) with three main contributions: the addition of two novel annotation layers (named entity recognition and offensive language detection) and a re-annotation of the tokenization, morpho-syntactic and syntactic layers that ensure annotation consistency. Our experimental results, using different tokenization schemes, showcase the value of our contributions and highlight the impact of working with non-gold tokenization for NER and dependency parsing. To facilitate future research, we make these annotations publicly available. Our enhanced NArabizi Treebank paves the way for creating sophisticated language models and NLP tools for this under-represented language.