External knowledge graphs (KGs) can be used to augment large language models (LLMs), while simultaneously providing an explainable knowledge base of facts that can be inspected by a human. This approach may be particularly valuable in domains where explainability is critical, like human trafficking data analysis. However, creating KGs can pose challenges. KGs parsed from documents may comprise explicit connections (those directly stated by a document) but miss implicit connections (those obvious to a human although not directly stated). To address these challenges, this preliminary research introduces the GAME-KG framework, standing for "Gaming for Augmenting Metadata and Enhancing Knowledge Graphs." GAME-KG is a federated approach to modifying explicit as well as implicit connections in KGs by using crowdsourced feedback collected through video games. GAME-KG is shown through two demonstrations: a Unity test scenario from Dark Shadows, a video game that collects feedback on KGs parsed from US Department of Justice (DOJ) Press Releases on human trafficking, and a following experiment where OpenAI's GPT-4 is prompted to answer questions based on a modified and unmodified KG. Initial results suggest that GAME-KG can be an effective framework for enhancing KGs, while simultaneously providing an explainable set of structured facts verified by humans.
This research introduces Procedural Artificial Narrative using Generative AI (PANGeA), a structured approach for leveraging large language models (LLMs), guided by a game designer's high-level criteria, to generate narrative content for turn-based role-playing video games (RPGs). Distinct from prior applications of LLMs used for video game design, PANGeA innovates by not only generating game level data (which includes, but is not limited to, setting, key items, and non-playable characters (NPCs)), but by also fostering dynamic, free-form interactions between the player and the environment that align with the procedural game narrative. The NPCs generated by PANGeA are personality-biased and express traits from the Big 5 Personality Model in their generated responses. PANGeA addresses challenges behind ingesting free-form text input, which can prompt LLM responses beyond the scope of the game narrative. A novel validation system that uses the LLM's intelligence evaluates text input and aligns generated responses with the unfolding narrative. Making these interactions possible, PANGeA is supported by a server that hosts a custom memory system that supplies context for augmenting generated responses thus aligning them with the procedural narrative. For its broad application, the server has a REST interface enabling any game engine to integrate directly with PANGeA, as well as an LLM interface adaptable with local or private LLMs. PANGeA's ability to foster dynamic narrative generation by aligning responses with the procedural narrative is demonstrated through an empirical study and ablation test of two versions of a demo game. These are, a custom, browser-based GPT and a Unity demo. As the results show, PANGeA holds potential to assist game designers in using LLMs to generate narrative-consistent content even when provided varied and unpredictable, free-form text input.
This research explores the potential of Large Language Models (LLMs) to utilize psychometric values, specifically personality information, within the context of video game character development. Affective Computing (AC) systems quantify a Non-Player character's (NPC) psyche, and an LLM can take advantage of the system's information by using the values for prompt generation. The research shows an LLM can consistently represent a given personality profile, thereby enhancing the human-like characteristics of game characters. Repurposing a human examination, the International Personality Item Pool (IPIP) questionnaire, to evaluate an LLM shows that the model can accurately generate content concerning the personality provided. Results show that the improvement of LLM, such as the latest GPT-4 model, can consistently utilize and interpret a personality to represent behavior.
Progress in graph neural networks has grown rapidly in recent years, with many new developments in drug discovery, medical diagnosis, and recommender systems. While this progress is significant, many networks are `black boxes' with little understanding of the `what' exactly the network is learning. Many high-stakes applications, such as drug discovery, require human-intelligible explanations from the models so that users can recognize errors and discover new knowledge. Therefore, the development of explainable AI algorithms is essential for us to reap the benefits of AI. We propose an explainability algorithm for GNNs called eXplainable Insight (XInsight) that generates a distribution of model explanations using GFlowNets. Since GFlowNets generate objects with probabilities proportional to a reward, XInsight can generate a diverse set of explanations, compared to previous methods that only learn the maximum reward sample. We demonstrate XInsight by generating explanations for GNNs trained on two graph classification tasks: classifying mutagenic compounds with the MUTAG dataset and classifying acyclic graphs with a synthetic dataset that we have open-sourced. We show the utility of XInsight's explanations by analyzing the generated compounds using QSAR modeling, and we find that XInsight generates compounds that cluster by lipophilicity, a known correlate of mutagenicity. Our results show that XInsight generates a distribution of explanations that uncovers the underlying relationships demonstrated by the model. They also highlight the importance of generating a diverse set of explanations, as it enables us to discover hidden relationships in the model and provides valuable guidance for further analysis.