The 2022 Russian invasion of Ukraine has seen an intensification in the use of social media by governmental actors in cyber warfare. Wartime communication via memes has been a successful strategy used not only by independent accounts such as @uamemesforces, but also-for the first time in a full-scale interstate war-by official Ukrainian government accounts such as @Ukraine and @DefenceU. We study this prominent example of memetic warfare through the lens of its narratives, and find them to be a key component of success: tweets with a 'victim' narrative garner twice as many retweets. However, malevolent narratives focusing on the enemy resonate more than those about heroism or victims with countries providing more assistance to Ukraine. Our findings present a nuanced examination of Ukraine's influence operations and of the worldwide response to it, thus contributing new insights into the evolution of socio-technical systems in times of war.
In Bayesian persuasion, an informed sender strategically discloses information to a receiver so as to persuade them to undertake desirable actions. Recently, a growing attention has been devoted to settings in which sender and receivers interact sequentially. Recently, Markov persuasion processes (MPPs) have been introduced to capture sequential scenarios where a sender faces a stream of myopic receivers in a Markovian environment. The MPPs studied so far in the literature suffer from issues that prevent them from being fully operational in practice, e.g., they assume that the sender knows receivers' rewards. We fix such issues by addressing MPPs where the sender has no knowledge about the environment. We design a learning algorithm for the sender, working with partial feedback. We prove that its regret with respect to an optimal information-disclosure policy grows sublinearly in the number of episodes, as it is the case for the loss in persuasiveness cumulated while learning. Moreover, we provide a lower bound for our setting matching the guarantees of our algorithm.
This paper aims to investigate the open research problem of uncovering the social behaviors of LLM-based agents. To achieve this goal, we adopt Avalon, a representative communication game, as the environment and use system prompts to guide LLM agents to play the game. While previous studies have conducted preliminary investigations into gameplay with LLM agents, there lacks research on their social behaviors. In this paper, we present a novel framework designed to seamlessly adapt to Avalon gameplay. The core of our proposed framework is a multi-agent system that enables efficient communication and interaction among agents. We evaluate the performance of our framework based on metrics from two perspectives: winning the game and analyzing the social behaviors of LLM agents. Our results demonstrate the effectiveness of our framework in generating adaptive and intelligent agents and highlight the potential of LLM-based agents in addressing the challenges associated with dynamic social environment interaction. By analyzing the social behaviors of LLM agents from the aspects of both collaboration and confrontation, we provide insights into the research and applications of this domain.
Boolean Satisfiability problems are vital components in Electronic Design Automation, particularly within the Logic Equivalence Checking process. Currently, SAT solvers are employed for these problems and neural network is tried as assistance to solvers. However, as SAT problems in the LEC context are distinctive due to their predominantly unsatisfiability nature and a substantial proportion of UNSAT-core variables, existing neural network assistance has proven unsuccessful in this specialized domain. To tackle this challenge, we propose IB-Net, an innovative framework utilizing graph neural networks and novel graph encoding techniques to model unsatisfiable problems and interact with state-of-the-art solvers. Extensive evaluations across solvers and datasets demonstrate IB-Net's acceleration, achieving an average runtime speedup of 5.0% on industrial data and 8.3% on SAT competition data empirically. This breakthrough advances efficient solving in LEC workflows.
Weakly-supervised segmentation (WSS) has emerged as a solution to mitigate the conflict between annotation cost and model performance by adopting sparse annotation formats (e.g., point, scribble, block, etc.). Typical approaches attempt to exploit anatomy and topology priors to directly expand sparse annotations into pseudo-labels. However, due to a lack of attention to the ambiguous edges in medical images and insufficient exploration of sparse supervision, existing approaches tend to generate erroneous and overconfident pseudo proposals in noisy regions, leading to cumulative model error and performance degradation. In this work, we propose a novel WSS approach, named ProCNS, encompassing two synergistic modules devised with the principles of progressive prototype calibration and noise suppression. Specifically, we design a Prototype-based Regional Spatial Affinity (PRSA) loss to maximize the pair-wise affinities between spatial and semantic elements, providing our model of interest with more reliable guidance. The affinities are derived from the input images and the prototype-refined predictions. Meanwhile, we propose an Adaptive Noise Perception and Masking (ANPM) module to obtain more enriched and representative prototype representations, which adaptively identifies and masks noisy regions within the pseudo proposals, reducing potential erroneous interference during prototype computation. Furthermore, we generate specialized soft pseudo-labels for the noisy regions identified by ANPM, providing supplementary supervision. Extensive experiments on three medical image segmentation tasks involving different modalities demonstrate that the proposed framework significantly outperforms representative state-of-the-art methods
Online media has revolutionized the way political information is disseminated and consumed on a global scale, and this shift has compelled political figures to adopt new strategies of capturing and retaining voter attention. These strategies often rely on emotional persuasion and appeal, and as visual content becomes increasingly prevalent in virtual space, much of political communication too has come to be marked by evocative video content and imagery. The present paper offers a novel approach to analyzing material of this kind. We apply a deep-learning-based computer-vision algorithm to a sample of 220 YouTube videos depicting political leaders from 15 different countries, which is based on an existing trained convolutional neural network architecture provided by the Python library fer. The algorithm returns emotion scores representing the relative presence of 6 emotional states (anger, disgust, fear, happiness, sadness, and surprise) and a neutral expression for each frame of the processed YouTube video. We observe statistically significant differences in the average score of expressed negative emotions between groups of leaders with varying degrees of populist rhetoric as defined by the Global Party Survey (GPS), indicating that populist leaders tend to express negative emotions to a greater extent during their public performance than their non-populist counterparts. Overall, our contribution provides insight into the characteristics of visual self-representation among political leaders, as well as an open-source workflow for further computational studies of their non-verbal communication.
There has been substantial commentary on the role of cyberattacks carried by low-level cybercrime actors in the Russia-Ukraine conflict. We analyse 358k web defacement attacks, 1.7M reflected DDoS attacks, 1764 Hack Forums posts mentioning the two countries, and 441 announcements (with 58k replies) of a volunteer hacking group for two months before and four months after the invasion. We find the conflict briefly but notably caught the attention of low-level cybercrime actors, with significant increases in online discussion and both types of attack targeting Russia and Ukraine. However, there was little evidence of high-profile actions; the role of these players in the ongoing hybrid warfare is minor, and they should be separated from persistent and motivated 'hacktivists' in state-sponsored operations. Their involvement in the conflict appears to have been short-lived and fleeting, with a clear loss of interest in discussing the situation and carrying out both defacement and DDoS attacks against either Russia or Ukraine after a few weeks.
The burgeoning integration of artificial intelligence (AI) into human society brings forth significant implications for societal governance and safety. While considerable strides have been made in addressing AI alignment challenges, existing methodologies primarily focus on technical facets, often neglecting the intricate sociotechnical nature of AI systems, which can lead to a misalignment between the development and deployment contexts. To this end, we posit a new problem worth exploring: Incentive Compatibility Sociotechnical Alignment Problem (ICSAP). We hope this can call for more researchers to explore how to leverage the principles of Incentive Compatibility (IC) from game theory to bridge the gap between technical and societal components to maintain AI consensus with human societies in different contexts. We further discuss three classical game problems for achieving IC: mechanism design, contract theory, and Bayesian persuasion, in addressing the perspectives, potentials, and challenges of solving ICSAP, and provide preliminary implementation conceptions.
Making ideal decisions as a product leader in a web-facing company is extremely difficult. In addition to navigating the ambiguity of customer satisfaction and achieving business goals, one must also pave a path forward for ones' products and services to remain relevant, desirable, and profitable. Data and experimentation to test product hypotheses are key to informing product decisions. Online controlled experiments by A/B testing may provide the best data to support such decisions with high confidence, but can be time-consuming and expensive, especially when one wants to understand impact to key business metrics such as retention or long-term value. Offline experimentation allows one to rapidly iterate and test, but often cannot provide the same level of confidence, and cannot easily shine a light on impact on business metrics. We introduce a novel, lightweight, and flexible approach to investigating hypotheses, called scenario analysis, that aims to support product leaders' decisions using data about users and estimates of business metrics. Its strengths are that it can provide guidance on trade-offs that are incurred by growing or shifting consumption, estimate trends in long-term outcomes like retention and other important business metrics, and can generate hypotheses about relationships between metrics at scale.
Believable proxies of human behavior can empower interactive applications ranging from immersive environments to rehearsal spaces for interpersonal communication to prototyping tools. In this paper, we introduce generative agents--computational software agents that simulate believable human behavior. Generative agents wake up, cook breakfast, and head to work; artists paint, while authors write; they form opinions, notice each other, and initiate conversations; they remember and reflect on days past as they plan the next day. To enable generative agents, we describe an architecture that extends a large language model to store a complete record of the agent's experiences using natural language, synthesize those memories over time into higher-level reflections, and retrieve them dynamically to plan behavior. We instantiate generative agents to populate an interactive sandbox environment inspired by The Sims, where end users can interact with a small town of twenty five agents using natural language. In an evaluation, these generative agents produce believable individual and emergent social behaviors: for example, starting with only a single user-specified notion that one agent wants to throw a Valentine's Day party, the agents autonomously spread invitations to the party over the next two days, make new acquaintances, ask each other out on dates to the party, and coordinate to show up for the party together at the right time. We demonstrate through ablation that the components of our agent architecture--observation, planning, and reflection--each contribute critically to the believability of agent behavior. By fusing large language models with computational, interactive agents, this work introduces architectural and interaction patterns for enabling believable simulations of human behavior.
Graph Neural Networks (GNNs) have recently become increasingly popular due to their ability to learn complex systems of relations or interactions arising in a broad spectrum of problems ranging from biology and particle physics to social networks and recommendation systems. Despite the plethora of different models for deep learning on graphs, few approaches have been proposed thus far for dealing with graphs that present some sort of dynamic nature (e.g. evolving features or connectivity over time). In this paper, we present Temporal Graph Networks (TGNs), a generic, efficient framework for deep learning on dynamic graphs represented as sequences of timed events. Thanks to a novel combination of memory modules and graph-based operators, TGNs are able to significantly outperform previous approaches being at the same time more computationally efficient. We furthermore show that several previous models for learning on dynamic graphs can be cast as specific instances of our framework. We perform a detailed ablation study of different components of our framework and devise the best configuration that achieves state-of-the-art performance on several transductive and inductive prediction tasks for dynamic graphs.