arXiv Machine Learning

Computational Measurement of Team-Process Phase Dynamics in Collaborative Virtual Reality

The paper introduces a computational framework that detects dynamic team‑process phases in collaborative virtual reality (VR) by analyzing timestamped dialogue. It uses late chunking, penalized Gaussian‑kernel change‑point detection, TF‑IDF, NMF, and a locally deployed large language model to identify semantic transitions and generate interpretable phase descriptions. The detected phases are aligned with interaction logs, demonstrating that transcript‑derived phases correspond to task‑action patterns and thus provide a transparent, transferable method for studying temporal changes in teamwork.

arXiv AI
Sep 25

PUBG Ally: A Conversational Embodied Agent as an AI Teammate

PUBG Ally is an embodied, voice‑enabled AI teammate for PUBG: BATTLEGROUNDS that can perceive the game world, interpret player speech, and autonomously decide actions while keeping speech synchronized with gameplay. It combines a language‑model agent that uses a controlled interface to gather game information and a faster control layer for movement, combat, and recovery. The system was trained on nearly 39,000 real‑player sessions and evaluated through player feedback and preference comparisons, with live deployment requiring low‑latency on‑device execution and safety safeguards.

By Beomsoo Kim, Byeongju Kim, Dohyun Kim, Dongwon Kim, Eunchong Kim, Hongmin Kim, Hyeojung Im, Hyeonbin Hwang, Hyeonghwan Kim, Hyoseok Seol, Insub Im, Irene Chen, Jaeseung Jeon, Jimin Hong, Kiyoon Yoo, Minkyoung Park, Seohyeon Jung, Seungjun Chung, Sue Hyun Park, Sungwoo Kim, Youngin Cho, Yujeong Son, Kangwook Lee, Hyunseung Kim
arXiv AI
Jun 9

Aligned but Not Partner-Specific: Distinguishing How Multimodal LLM Agents Succeed in Reference Games Without Human-Like Conventions

arXiv:2606. 08081v1 Announce Type: cross Abstract: Repeated reference games test whether interlocutors replace their initially long descriptions with shorter, partner-specific conventions grounded in shared interaction history.

By Po-Ya Angela Wang, Chinmaya Mishra, Asl{\i} \"Ozy\"urek, Paula Rubio-Fern\'andez, Esam Ghaleb
arXiv Computation and Language
Sep 11

Evaluating LLM-Simulated Conversations in Modeling Inconsistent and Uncollaborative Behaviors in Human Social Interaction

The paper introduces CoCoEval, a framework for evaluating large language model (LLM)–simulated conversations by detecting 10 types of inconsistent and uncollaborative behaviors at the turn level. Using CoCoEval, the authors compare human conversations with those generated by GPT‑4.1, GPT‑5.1, and Claude Opus 4, finding that LLMs produce far fewer such behaviors under vanilla prompting and that prompt engineering or fine‑tuning often over‑produces specific behaviors. The study highlights gaps between human and LLM‑simulated interactions that conventional Likert‑scale evaluations miss, raising concerns about using LLMs as proxies for human social interaction.

By Ryo Kamoi, Ameya Godbole, Binglin Zhou, Xiaoxin Lu, Longqi Yang, Rui Zhang, Mengting Wan, Pei Zhou