The launch of ChatGPT by OpenAI in November 2022 marked a pivotal moment for Artificial Intelligence, introducing Large Language Models (LLMs) to the mainstream and setting new records in user adoption. LLMs, particularly ChatGPT, trained on extensive internet data, demonstrate remarkable conversational capabilities across various domains, suggesting a significant impact on the workforce. However, these models are susceptible to errors - "hallucinations" and omissions, generating incorrect or incomplete information. This poses risks especially in contexts where accuracy is crucial, such as legal compliance, medicine or fine-grained process frameworks. There are both technical and human solutions to cope with this isse. This paper explores the human factors that enable users to detect errors in LLM outputs, a critical component in mitigating risks associated with their use in professional settings. Understanding these factors is essential for organizations aiming to leverage LLM technology efficiently, guiding targeted training and deployment strategies to enhance error detection by users. This approach not only aims to optimize the use of LLMs but also to prevent potential downstream issues stemming from reliance on inaccurate model responses. The research emphasizes the balance between technological advancement and human insight in maximizing the benefits of LLMs while minimizing the risks, particularly in areas where precision is paramount. This paper performs a systematic literature research on this research topic, analyses and synthesizes the findings, and outlines future research directions. Literature selection cut-off date is January 11th 2024.
Reinforcement Learning (RL) has achieved significant milestones in the gaming domain, most notably Google DeepMind's AlphaGo defeating human Go champion Ken Jie. This victory was also made possible through the Atari Learning Environment (ALE): The ALE has been foundational in RL research, facilitating significant RL algorithm developments such as AlphaGo and others. In current Atari video game RL research, RL agents' perceptions of its environment is based on raw pixel data from the Atari video game screen with minimal image preprocessing. Contrarily, cutting-edge ML research, external to the Atari video game RL research domain, is focusing on enhancing image perception. A notable example is Meta Research's "Segment Anything Model" (SAM), a foundation model capable of segmenting images without prior training (zero-shot). This paper addresses a novel methodical question: Can state-of-the-art image segmentation models such as SAM improve the performance of RL agents playing Atari video games? The results suggest that SAM can serve as a "virtual augmented reality" for the RL agent, boosting its Atari video game playing performance under certain conditions. Comparing RL agent performance results from raw and augmented pixel inputs provides insight into these conditions. Although this paper was limited by computational constraints, the findings show improved RL agent performance for augmented pixel inputs and can inform broader research agendas in the domain of "virtual augmented reality for video game playing RL agents".