arXiv:2410.20536cs.HCcs.AI2024-10中稿 · KUI 2024被引 2

用大模型自动生成人类学经典改编的文字游戏,探索AI在文化传播中的潜力。

Malinowski in the Age of AI: Can large language models create a text game based on an anthropological classic?

  • 基于设计思维迭代优化提示词,用GPT-3.5生成三款以马林诺夫斯基著作为核心的游戏原型。
  • 资深人类学家测试发现模型在主题深度、信息准确性和多样性上存在明显不足。
  • 为AI与人类学交叉研究提供新路径,适合对AI文化应用感兴趣的学者参考。

近年来,大型语言模型(如ChatGPT和GPT-4)在文本摘要、编程辅助等任务中展现出卓越能力。已有研究表明,这些模型可参与文字冒险游戏。本研究旨在探究大模型能否自主创建以人类学经典为背景的文字游戏,并评估其知识传播效果。研究邀请人类学家参与讨论,收集其期望与设计输入,依据人机交互的‘设计思维’原则,反复优化提示词与概念框架。利用GPT-3.5,围绕社会人类学家布罗尼斯拉夫·马林诺夫斯基的《西方太平洋的航海者》(1922)创作了三个游戏原型。随后邀请资深人类学家进行试玩评估,根据反馈进一步优化设计。测试结果显示,模型在主题深度理解、信息准确性、响应多样性方面表现有限,易受误导,长期互动后趋于单调,且难以提供详细传记信息。尽管如此,研究揭示了人工智能、机器学习、大模型、民族志、人类学与人机交互交叉领域的全新研究方向。

原文摘要 · Abstract (English)

Recent advancements in Large Language Models (LLMs) like ChatGPT and GPT-4 have shown remarkable abilities in a wide range of tasks such as summarizing texts and assisting in coding. Scientific research has demonstrated that these models can also play text-adventure games. This study aims to explore whether LLMs can autonomously create text-based games based on anthropological classics, evaluating also their effectiveness in communicating knowledge. To achieve this, the study engaged anthropologists in discussions to gather their expectations and design inputs for an anthropologically themed game. Through iterative processes following the established HCI principle of 'design thinking', the prompts and the conceptual framework for crafting these games were refined. Leveraging GPT3.5, the study created three prototypes of games centered around the seminal anthropological work of the social anthropologist's Bronislaw Malinowski's "Argonauts of the Western Pacific" (1922). Subsequently, evaluations were conducted by inviting senior anthropologists to playtest these games, and based on their inputs, the game designs were refined. The tests revealed promising outcomes but also highlighted key challenges: the models encountered difficulties in providing in-depth thematic understandings, showed suspectibility to misinformation, tended towards monotonic responses after an extended period of play, and struggled to offer detailed biographical information. Despite these limitations, the study's findings open up new research avenues at the crossroads of artificial intelligence, machine learning, LLMs, ethnography, anthropology and human-computer interaction.

大模型人类学游戏生成人机交互

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