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- *Auto-BG: The Board Game Concept Generator*
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-
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- 1. [Introduction]{.underline}
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-
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- a. [Goals Statement - design aid/improved user control over
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- > generation]{.underline}
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-
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- **A Gentle Introduction to Auto-BG & Board Game Data**
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-
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- **What is Auto-BG?**
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-
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- How does a board game transform from an idea to physically sitting on
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- your table?
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-
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- This application attempts to augment one step, early in that journey,
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- when the seeds of an idea combine and sprout into a holistic concept. By
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- interpreting disparate mechanical and descriptive tags to identify a
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- game concept, Auto-BG uses a custom pipeline of GPT3 and T5 models to
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- create a new description and proposed titles for a game that doesn't
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- exist today. These descriptions support designers-to-be as alternatives
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- to current concepts, seeds for future concepts, or any user as,
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- hopefully, an entertaining thought experiment.
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-
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- While, overall, ChatGPT solves this application case by generating
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- coherent descriptions from sentence-formed prompts, we believe this
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- design niche would be better served by a dedicated application
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- leveraging domain-specific transfer learning and granular control
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- through an extensive tag-prompt framework.
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-
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- Before digging into the process of generating a board game concept,
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- let's ground some key terms:
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-
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- - *Mechanical* - The gameplay mechanics which, together, create a
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- > distinct ruleset for a given game. Represented here by a class of
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- > tags each capturing individual mechanics such as "Worker
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- > Placement" or "Set Collection".
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-
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- - *Cooperative* - Our application, and the dataset, singles out
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- > this mechanic as being important enough to have its own tag
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- > class. As an alternative to the domain-default of
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- > *Competitive* gaming, *Cooperative* represents both an
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- > individual mechanic and an entire design paradigm shift.
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-
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- - *Descriptive* - In this context, the narrative, production, or
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- > family-connective elements of a game. This can include genre,
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- > categorical niches, or any relational tag not captured by the
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- > class of mechanical tags described above.
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-
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- a. [Orientation to the data - understanding how assembled tags
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- > define a game item]{.underline}
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-
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- **Understanding the Data**
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-
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- To train our models, we utilized a processed dataset of 20,769 ranked
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- board games scraped from the board game database & forum
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- [[BoardGameGeek.com]{.underline}](https://boardgamegeek.com/)^1^. Each
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- game includes its name, description, and 3,800 feature tags separated
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- into five classes including Cooperative, Game Type, Category, Mechanic,
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- and Family; when you select tags within Auto-BG, you choose and assign
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- them within these distinct classes. To be ranked, these games must have
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- received a lifetime minimum of thirty user ratings; non-standalone
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- expansion and compilation game items have also been removed to reduce
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- replication in the training data.
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-
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- As previous studies^2^ identified a disproportionate bias toward english
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- language descriptions, our approach used a soft pass to remove games
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- identified as having non-english descriptions using langdetect^3^. We
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- also implemented a check on all remaining titles to remove any that used
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- non-english characters. In total, this purged 1,423 or \~6.4% of the
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- data.
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-
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- The transformed data powering AutoBG was originally scraped via the BGG
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- XML API by \@mshepard on GitLab^4^ and customized for The Impact of
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- Crowdfunding on Board Games (2022)^5^ by N. Canu, A. Oldenkamp, and J.
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- Ellis & Deconstructing Game Design (2022)^2^ by N. Canu, K. Chen, and R.
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- Shetty. That work, and Auto-BG, are derivatively licensed under
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- [[Creative Commons
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- Attribution-NonCommercial-ShareAlike]{.underline}](http://creativecommons.org/licenses/by-nc-sa/3.0/).
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- Our GitHub repository includes a python script collating the processing
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- steps required to turn a raw scraper output file into the final data
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- constructs needed to run an instance of Auto-BG.
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-
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- b. [Ethical considerations in domain - inherited biases from both
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- > generative model and BGG framework, role of deep learning as
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- > supplement/replacement]{.underline}
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-
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- **Ethical Considerations**
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-
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- As a chaotician once said "your scientists were so preoccupied with
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- whether or not they could, they didn\'t stop to think if they
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- should"^6^ - but that's not what we're going to do. So before we
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- continue, a few notes regarding potential biases and concerns when
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- training or using Auto-BG.
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-
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- First and foremost, Auto-BG inherits critical biases from the base GPT3
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- Curie model. Extensive work exists documenting the model family's biases
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- related to race^7^, gender^7,8^, religion^9^, and abstracted moral
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- frameworks on right and wrong^10^. A key vector for producing biased
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- output from these models comes from the conditioning context (i.e. user
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- input) which prompts a response^11^; while these inherited biases can't
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- be eliminated, AutoBG attempts to reduce their impact on output text
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- through strictly controlling the conditioning context by relating
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- unknown input to pre-approved keys.
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-
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- Additionally, Auto-BG has inherited significant bias in generating
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- gender markers within descriptive text from the BoardGameGeek training
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- data. As seen in figure 1, game descriptions include a disproportionate
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- volume of male-associated gender markets in the source data. This
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- transfers through Auto-BG's pipeline, resulting in output that, as in
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- figure 2, retains a similar distribution. While outside the feasible
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- scope of this project, future iterations of Auto-BG should include
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- coreference cleaning on the training input to minimize inherited bias;
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- this approach would require a robust review of the source data through
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- the framework of coreference resolution to avoid further harms by making
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- inferences that fail to acknowledge the complexities of gender within
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- this data^12^.
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-
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- Beyond these substantial issues, with any large language model (LLM)
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- project, we have to ask - are we harming human actors by deploying this
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- tool? In 2023, discussion of the prospective gains and potential danger
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- of LLMs has broken out of the data science domain and represents a
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- growing global conversation. Academics wrestle with the scope and
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- limitations of GPT models^13^ while crossover publications debate topics
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- such as the merits of ChatGPT as an author^14^ and which professions AI
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- models might replace in the near future^15^.
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-
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- With these concerns in mind, we designed Auto-BG as a strictly
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- augmentative tool - a board game is more than its conceptual description
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- and while Auto-BG may suggest rule frameworks based on your input, it
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- can't generate any of the production elements such as full rulesets or
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- art needed to take the game from concept to table. In addition, we
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- strongly encourage the use of Auto-BG as a starting point, not a ground
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- truth generation. The model makes mistakes that a human actor may not;
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- while we have implemented catches to discourage it from replicating
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- existing board games, its GPT3 trained core has an extensive knowledge
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- of gaming in general. We recommend reviewing output text thoroughly
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- before committing to your new board games \[maybe insert pictures of it
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- generating these?\] *Age of Empires II: Age of Kings* or *Everquest^©^*.
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-
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- c. [Overall generator framework - birds eye graphic/discussion of
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- > pipeline]{.underline}
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-
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- **What's in a pipeline?**
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-
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- Auto-BG relies on multiple LLMs to generate the full game concept from
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- your initial input. The entire process from turning your tags into a
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- prompt to presenting your finished concept is embedded in a pipeline, or
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- a framework of related code running sequentially, that enables these
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- distinct steps to work in unison. It all starts with an
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- idea...![](media/image1.png){width="0.2760422134733158in"
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- height="0.44166666666666665in"}
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-
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- 1. The most complex participant in Auto-BG's pipeline (that's you)
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- > translates different elements of a vague concept for a game into
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- > defined tags through the Auto-BG interface.
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-
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- 2. An input parser collates the tags, turning them into a game vector
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- > (a binary, or one-hot, representation of a game where all selected
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- > tags are valued at 1). This vector activates the internal keys
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- > representing each tag selected in step 1 and passes them as a
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- > prompt to Auto-BG's GPT3 model.
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-
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- 3. A generator function calls the model through the OpenAI API,
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- > returning a response using selected parameters for the input
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- > prompt. This response is decoded and lightly cleaned to remove
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- > trailing sentences for readability.
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-
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- 4. The cleaned output is passed downstream to a local t5 trained
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- > sequence-to-sequence model, it uses the output as a prompt to
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- > translate to potential candidate titles.
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-
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- 5. Because the GPT3 model has learned that games should include a
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- > title, it may include an artificial title already. The title
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- > generator runs once and if any candidate titles are identified in
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- > the text, it strips them out for a placeholder before running
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- > again.
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-
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- 6. A title selector rejoins the initial and secondary generations,
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- > removes duplicates, validates against existing game titles, then
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- > scores the cosine similarity of each title with its reference
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- > input. It attaches the highest scoring title to the output and
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- > fills all placeholders, storing backups of the unchosen titles.
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-
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- 7. The Auto-BG user interface returns the generated prompt with its
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- > title for you to give feedback on, review alternate titles, or
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- > save for future use.
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-
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- At the end of the pipeline, you have a brand-new game concept customized
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- by your selected tags! And if you're not happy with the output, running
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- the generator again will produce a new description given the same tags.
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-
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- To understand Auto-BG better, let's go through each step in detail,
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- looking at how an example prompt is transformed into its final output.
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-
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- 2. [Pipeline Ride Along - How does "your" input become a
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- > description/title pair?]{.underline}
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-
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- **The Inner Workings of Auto-BG w/Examples**
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-
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- a. *The Input Step*
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-
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- ***Interpreting User Input***
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-
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- i. [User input as a "game" & input design - Building off 1b, cover
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- > design choices like dividing feature classes, uncaptured features
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- > in training, bridge to input selection.]{.underline}
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-
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- *How do individual tags add up to a game profile?*
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-
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- This key question guided every aspect of Auto-BGs design principles. The
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- complex series of transformations from input to generation required
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- understanding both how a human reader would interact and interpret these
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- tags but also how the GPT3 LLM at the heart of Auto-BG could best learn
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- them.
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-
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- Auto-BG inherits tag classes from BoardGameGeek, if you go to any game
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- page, you'll see a collection of type, category, mechanic, and family
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- tags on the sidebar. We decided Auto-BG 1.0 would focus explicitly on
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- these four primary classes as they translated coherently to formatting
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- for a GPT3 prompt training structure, could be universally applied to an
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- unknown game, and don't rely on post-design information like user
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- recommendations or publisher data.
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-
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- *What happens when you choose tags in Auto-BG?*
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-
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- Inside Auto-BG, each tag has a hidden class prefix that denotes it as a
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- member of that class and tracks its affiliation throughout the pipeline.
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- This means when you select a new tag, even if it\'s semantically similar
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- to another overlapping tag in a different class, Auto-BG remembers its
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- associations; in this approach, Auto-BG effectively handles unknown
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- inputs by scanning the associated class, matching the unknown tag to its
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- closest existing sibling.
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-
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- By grouping all of your selected tags, Auto-BG creates an approximate
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- profile of a game to generate. When generating your new concept, Auto-BG
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- tries to infer additional features based on the tags provided. Some
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- features like player count, age rating, and playtime may still show up
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- in your concept if Auto-BG thinks they should be included in the text.
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- By changing even a single tag out, Auto-BG will try to accommodate that
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- new design feature and generate a different concept!
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-
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- With this sensitivity to the prompt selection, users must understand how
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- their choices impact downstream generation. Auto-BG needed an intuitive
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- user experience with coherent tutorials throughout to streamline this
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- process, alongside some targeted limits on profile creation.
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-
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- ii. [UI design considerations - Making tags easily accessible w/volume
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- > of options, input tutorial design and approach to creating min/max
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- > tag caps.]{.underline}
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-
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- ##\# UI Input Discussion
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-
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- iii. [Vectorizing user inputs - text key to vector transformation and
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- > syncing with the ground truth key list. Approach to handling
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- > unknown user input in tag selection.]{.underline}
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-
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- 1. Converting to final input - Need for a consistent prompt
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- > structure and design considerations to improve GPT3 prompt
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- > interpretation, and discuss autonomous generation from tags
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- > vs free prompt RE user's end goal. \<- joining these together
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- > for formatting.
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-
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- Once you've created your new game profile, Auto-BG translates it into a
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- format that its LLM can understand for text generation. Ultimately,
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- Auto-BG tries to convert your profile tags following OpenAI's
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- recommended best practices for conditional generation prompts^16,17^.
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- This results in a text prompt version of your tag list with each tag
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- period stopped like so:\
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- \
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- ##\# example here\
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- \
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- Fine-tune training has taught Auto-BGs model that this specific format
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- of text prompt should translate to a descriptive paragraph of the
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- associated tags. To create it, Auto-BG passes your tags through an input
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- manager that performs several steps in sequence before sending a
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- polished prompt to the generator.
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-
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- First, Auto-BG establishes a ground truth key dictionary of all existing
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- tags. This format allows for iterative updating from future data, as new
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- tags appear on BoardGameGeek, Auto-BG can update to include them. This
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- python dictionary includes a key for every tag with the equivalent value
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- set to 0 - tracking that it does not appear. Eventually, it will change
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- the values for your selected tags to 1, telling Auto-BG that they appear
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- and should be added to the prompt, but first, it tries to correct for
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- unknown inputs.
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-
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- Each tag not recognized as being present in the key dictionary moves to
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- a bucket matching its attached prefix. With these marked as unknown, the
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- input manager implements a within-class comparison between the unknown
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- tag and all known tags that share its prefix. Auto-BG estimates semantic
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- relevance between tags through token cosine similarity^18^, comparing
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- the unknown tag to each candidate with SpaCy's token similarity
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- method^19^. Once it evaluates this for all candidates, it adds the
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- highest scoring option for each unknown tag to the remaining input tags.
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-
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- Auto-BGs underlying model inherits the characteristic sensitivity to
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- prompt design of LLMs; prompt design often requires significant human
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- effort, and many approaches have been suggested to address this
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- challenge. Our design philosophy focused on improving the quality and
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- control of prompts with goals of reliability, creativity, and coherence
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- to input, specifically inspired by concepts of metaprompting^20^ and
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- internal prompt generation within the LLM^21^. Auto-BG leverages
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- existing human tagging work done within the source data to provide the
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- generator model with a controllable abstracted prompt instead of a
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- potentially complex natural language sentence-structured prompt.
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-
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- To pass the now cleaned input to the generator, Auto-BGs' input manager
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- converts the pooled tags into a text string as above, with each tag key
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- turned into a period-stopped sentence. The generator will send this
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- prompt to a remote model through the OpenAI API and return a matching
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- description!
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-
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- b. *The Generation Step*
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-
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- ***Generating a Description***
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-
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- i. Approach to model selection - comparative performance of GPT3 models
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- > vs cost, tradeoff with controllable output and quality.
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-
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- ii. Training methodology - literature discussion on optimizing fine tune
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- > LLM training for generation relative to other tasks
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- > (classification in particular).
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-
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- iii. Initial output generation - limited key parameters in API
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- > generation, tuning strategy, refining with validation set.
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-
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- 1. Challenges w/GPT3 - Discuss sensitivity to prompt construction
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- > and changes in keys & difficulty of low volume references for
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- > keys w/source data. Outside knowledge polluting output (i.e.
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- > using video games as names in text). Testing for prompt
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- > memorization (increasing chaos in output for learned
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- > keysets).
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-
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- iv. Output processing - Increased text cleanup for user output tasks,
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- > approaches to mitigating potentially subpar generation from GPT 3
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- > including embedded titles and excessive referencing from BGG
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- > (incorrect publishers/designers included in text), challenge of
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- > removing references again.
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-
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- ```{=html}
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- <!-- -->
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- ```
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- c. *The Title Step*
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-
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- ***A Fitting Title***
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-
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- i. Text to title relationship - Domain considerations w/title as a
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- > product, distinct relationship to train on. Role of title in text
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- > as a key point when running models in sequence.
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-
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- To complete the game concept, Auto-BG provides a selection of titles
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- chosen to fit the newly generated description. But what defines a good
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- title? It depends on the domain and it depends on the product! A sense
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- of tension may fit a thriller novel^22^ and sticking to positive
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- associations enhances commercial products^23^, but where do board games
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- fit in? To create titles that both fit their description and matched
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- domain trends as a whole, we needed a model that could learn the unique
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- relationship between title and description in board gaming.
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-
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- ii. Transformation approach - seq2seq advantages for this task & model
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- > selection, advantages of extending transfer learning from domain
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- > to domain (news headlines to game titles)
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-
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- While our generator uses the prompt-based GPT paradigm, we decided to
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- take a different approach for title generation inside Auto-BG. T5 models
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- fit within a unified framework for transfer learning known as
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- sequence-to-sequence or text-to-text^24^; at their core, they're an
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- encoder-decoder model operating by treating all NLP operations as a
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- translation task. This means that given text as input, the model will
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- attempt to output a predicted target that best fits the training data.
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-
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- Transfer learning, in machine learning, applies a model trained on one
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- task or domain and performs additional training to apply the model to a
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- different task. The total corpus of descriptions for BGG, approximately
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- 20,000 descriptions, is inadequate for fresh training of a generative
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- NLP model; instead Auto-BG leverages two-stages of upstream transfer
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- learning through HuggingFace's Transformer library. The final
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- implementation extends a model^25^ already fine-tuned on an additional
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- 500,000 news articles from t5-base.
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-
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- 1. Relative model performance - approach to model selection based on
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- > above including comparative metrics. Discuss aligning metrics
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- > w/goal of tool + need for human review.
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-
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- To scope the best generator for Auto-BG, we trained a sequence of models
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- on both t5-base^26^ and the headline-trained model. Beyond training
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- baseline models, we looked toward work by Tay, et al.^27^ on scaling and
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- fine-tune training for transformers to guide selecting training
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- parameters; the final round of testing utilized a higher learning rate
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- of .001 while introducing weight decay in the optimizer.
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-
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- With several models trained
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-
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- iii. Low-cost iterative generation - two-pass competitive scoring on
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- > multi-output, using the title generator to select and replace
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- > low-quality titles then scoring the maximum pool of two
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- > generations.
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-
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- 1. Scoring approach - title output cleanup and scoring final title
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- > to body text semantic similarity.
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-
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- ```{=html}
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- <!-- -->
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- ```
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- d. *Final Output*
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-
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- i. Rerunning in real-time - approaches to adjusting output
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- > including updating text references, finding text generator
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- > default "profiles" through hyperparameter testing, and
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- > implementation of update processes in the UI.
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-
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- ii. The value of user feedback - considerations for future
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- > performance w/tuning generation settings, content reporting
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- > for title cleanup or problematic text content.
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-
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- ```{=html}
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- <!-- -->
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- ```
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- 3. [Discussion & Conclusion]{.underline}
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-
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- a. What's the point? - Practical design tool / Interpreting how
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- > "mechanical" changes interact with language descriptions /
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- > Extending user interactivity beyond prompts
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-
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- b. Discuss methodology - user interactivity through prompt control,
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- > did it work & other potential approaches to same application
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- > (reinforcement, different prompt structures)
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-
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- c. Alternative applications - fine-tune human-written desc
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- > (training on extended prompt + more deterministic output),
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- > rules generation?
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-
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- d. Future extensions/limitations - Expand on language scope, live
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- > data + training, discarded feature classes / discussion on
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- > approach not including these currently
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-
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- e. What next? - Encourage readers to experiment with tool + give
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- > feedback in app
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-
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- 4. [Extras]{.underline}
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-
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- a. Work Statement + Appendices + Citations
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-
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- **References**
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-
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- 1. "BoardGameGeek." Accessed March 19, 2023.
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- > [[https://boardgamegeek.com/]{.underline}](https://boardgamegeek.com/).
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-
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- 2. Canu, Nicholas, Kuan Chen, and Rhea Shetty. "Deconstructing Game
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- > Design." Jupyter Notebook, October 20, 2022.
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- > [[https://github.com/canunj/deconstructing_games]{.underline}](https://github.com/canunj/deconstructing_games).
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-
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- 3. Danilák, Michal. "Langdetect." Python, March 15, 2023.
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- > [[https://github.com/Mimino666/langdetect]{.underline}](https://github.com/Mimino666/langdetect).
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-
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- 4. GitLab. "Recommend.Games / Board Game Scraper · GitLab," March
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- > 10, 2023.
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- > [[https://gitlab.com/recommend.games/board-game-scraper]{.underline}](https://gitlab.com/recommend.games/board-game-scraper).
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-
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- 5. Canu, Nicholas, Jonathan Ellis, and Oldenkamp, Adam. "The Impact of
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- > Crowdfunding on Board Games." Jupyter Notebook, May 20, 2022.
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- > [[https://github.com/canunj/BGG_KS_Analysis]{.underline}](https://github.com/canunj/BGG_KS_Analysis/blob/92452d7e7b174bf45763e469b1ed4ce61a84b7ba/The%20Impact%20of%20Crowdfunding%20on%20Board%20Games.pdf).
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-
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- 6. Spielberg, Steven dir. *Jurassic Park*. 1993; Universal City, CA:
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- > Universal Studios, 2022. UHD Blu Ray.
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-
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- 7. Chiu, Ke-Li, Annie Collins, and Rohan Alexander. "Detecting Hate
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- > Speech with GPT-3." arXiv, March 24, 2022.
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- > [[https://doi.org/10.48550/arXiv.2103.12407]{.underline}](https://doi.org/10.48550/arXiv.2103.12407).
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-
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- 8. Lucy, Li, and David Bamman. "Gender and Representation Bias in GPT-3
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- > Generated Stories." In *Proceedings of the Third Workshop on
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- > Narrative Understanding*, 48--55. Virtual: Association for
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- > Computational Linguistics, 2021.
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- > [[https://doi.org/10.18653/v1/2021.nuse-1.5]{.underline}](https://doi.org/10.18653/v1/2021.nuse-1.5).
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-
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- 9. Abid, Abubakar, Maheen Farooqi, and James Zou. "Persistent
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- > Anti-Muslim Bias in Large Language Models." In *Proceedings of the
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- > 2021 AAAI/ACM Conference on AI, Ethics, and Society*, 298--306.
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- > AIES '21. New York, NY, USA: Association for Computing
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- > Machinery, 2021.
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- > [[https://doi.org/10.1145/3461702.3462624]{.underline}](https://doi.org/10.1145/3461702.3462624).
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-
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- 10. Schramowski, Patrick, Cigdem Turan, Nico Andersen, Constantin A.
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- > Rothkopf, and Kristian Kersting. "Large Pre-Trained Language
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- > Models Contain Human-like Biases of What Is Right and Wrong to
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