Online social networks often create echo chambers where people only hear opinions reinforcing their beliefs.An echo chamber often generates polarization, leading to conflicts between people with radical opinions.The echo chamber has been viewed as a human-specific problem, but this implicit assumption is becoming less reasonable as large language models, such as ChatGPT, acquire social abilities. In response to this situation, we investigated the potential for polarization to occur among a group of autonomous AI agents based on generative language models in an echo chamber environment. We had AI agents discuss specific topics and analyzed how the group’s opinions changed as the discussion progressed. As a result, we found that the group of agents based on ChatGPT tended to become polarized in echo chamber environments. The analysis of opinion transitions shows that this result is caused by ChatGPT’s high prompt understanding ability to update its opinion by considering its own and surrounding agents’ opinions. We conducted additional experiments to investigate under what specific conditions AI agents tended to polarize. As a result, we identified factors that influence polarization, such as the agent’s persona.
When individuals engage in spoken discourse, various phenomena can be observed that differ from those that are apparent in text-based conversation. While written communication commonly uses a question mark to denote a query, in spoken discourse, queries are frequently indicated by a rising intonation at the end of a sentence. However, numerous speech recognition engines do not append a question mark to recognized queries, presenting a challenge when creating a spoken dialogue system. Specifically, the absence of a question mark at the end of a sentence can impede the generation of appropriate responses to queries in spoken dialogue systems. Hence, we investigate the impact of question marks on dialogue systems, with the results showing that they have a significant impact. Moreover, we analyze specific examples in an effort to determine which types of utterances have the impact on dialogue systems.
With the ambition to create avatars capable of human-level casual conversation, we developed an open-domain avatar chatbot, situated in a virtual reality environment, that employs a large language model (LLM). Introducing the LLM posed several challenges for multimodal integration, such as developing techniques to align diverse outputs and avatar control, as well as addressing the issue of slow generation speed. To address these challenges, we integrated various external modules into our system. Our system is based on the award-winning model from the Dialogue System Live Competition 5. Through this work, we hope to stimulate discussions within the research community about the potential and challenges of multimodal dialogue systems enhanced with LLMs.