arXiv:2606. 14784v1 Announce Type: cross Abstract: Understanding human states and interaction dynamics is a core goal of human-computer interaction (HCI).
By Qing Huang, Pooja Pol, Jianing Zhang
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:2608. 14016v1 Announce Type: cross Abstract: Live game commentary is scarce: it exists for professional esports broadcasts and almost nowhere else.
By Mathew Varghese
arXiv:2606.08081v2 Announce Type: replace-cross
Abstract: Repeated reference games test whether interlocutors replace their initially long descriptions with shorter, partner-specific expressions grou...
By Po-Ya Angela Wang, Chinmaya Mishra, Asl{\i} \"Ozy\"urek, Paula Rubio-Fern\'andez, Esam Ghaleb
arXiv:2609.16396v1 Announce Type: new
Abstract: Negation is typically modeled through its linguistic realization, although spoken interaction is accompanied by tightly coordinated nonverbal behavior....
By Leon Hammerla, Patrick Schrottenbacher, Alexander Mehler
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:2607. 29181v1 Announce Type: cross Abstract: Agentic assistants capable of proactive, personalized interactions require structured models of user intent and workflow.
By Andy J. Phu, James Mooney, Karin de Langis, Khanh Chi Le, Dongyeop Kang
arXiv:2606. 09831v1 Announce Type: cross Abstract: As classroom cohorts expand, team teaching is increasingly used to integrate the expertise and pedagogical perspectives of multiple teachers.
By Yuchen Liu, Roberto Martinez-Maldonado, Riordan Alfredo, Paola Mejia-Domenzain, Dwi Rahayu, Sadia Nawaz
arXiv:2606. 31719v1 Announce Type: cross Abstract: In collaborative dialogue, shared perception does not guarantee shared interpretation.
By Nan Li, Albert Gatt, Massimo Poesio
arXiv:2608. 06975v1 Announce Type: cross Abstract: Long-horizon role-playing demands that characters remain recognizable as they evolve with the narrative.
By Bo Tang, Jianan Yang, Junyi Zhu, Yiquan Wu, Rui Zhao, Zhengyu Yang, Yang Zhang, Feiyu Xiong, Zhiyu Li, Jiajun Shen
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
arXiv:2606. 11835v1 Announce Type: cross Abstract: Collecting participants' lived experiences is central to design research.
By Zhiqing Wang, Steven Dow