We present LaMDA: Language Models for Dialog Applications. LaMDA is a family of Transformerbased neural language models specialized for dialog, which have up to 137B parameters and are pre-trained on 1.56T words of public dialog data and web text. While model scaling alone can improve quality, it shows less improvements on safety and factual grounding. We demonstrate that fine-tuning with annotated data and enabling the model to consult external knowledge sources can lead to significant improvements towards the two key challenges of safety and factual grounding. The first challenge, safety, involves ensuring that the model's responses are consistent with a set of human values, such as preventing harmful suggestions and unfair bias. We quantify safety using a metric based on an illustrative set of human values, and we find that filtering candidate responses using a LaMDA classifier fine-tuned with a small amount of crowdworker-annotated data offers a promising approach to improving model safety. The second challenge, factual grounding, involves enabling the model to consult external knowledge sources, such as an information retrieval system, a language translator, and a calculator. We quantify factuality using a groundedness metric, and we find that our approach enables the model to generate responses grounded in known sources, rather than responses that merely sound plausible. Finally, we explore the use of LaMDA in the domains of education and content recommendations, and analyze their helpfulness and role consistency. * Work done while at Google.
Purpose
The purpose of this paper is to investigate the ethical implications of video game companies employing psychologists and using psychological research in game design.
Design/methodology/approach
The author first argues that exploiting psychology in video games may be more ethically problematic than familiar application domains like advertising, gambling and political rhetoric. Then an overview of the effects particular types of game design may have on user behavior is provided, taking into account various findings and phenomena from behavioral psychology and behavioral economics.
Findings
Finally, the author concludes that the corresponding ethical problems cannot – and should not – be addressed by means of regulation or rating systems. The author argues instead that a more promising countermeasure lies in using the same psychological research to educate gamers (children in particular) and thereby increase their capacity for meta-cognition.
Originality/value
The importance of this lies in the tremendous effect these behavior-modifying technologies may have upon our self-determination, well-being and social relations, as well as corresponding implications for the society.
It has become commonplace to hold the view that virtual surrogates for the things that are good in life are inferior to their actual, authentic counterparts, including virtual education, virtual skill-demanding activities and virtual acts of creativity. Virtual friendship has also been argued to be inferior to traditional, embodied forms of friendship. Coupled with the view that virtual friendships threaten to replace actual ones, the conclusion is often made that we ought to concentrate our efforts on actual friendships rather than settle for virtual replacements. The purpose of this paper is to offer a balanced and empirically grounded analysis of the relative prudential value of actual and virtual friendship. That is, do actual and virtual friendships differ when it comes to enhancing our subjective well-being? In doing so, I will discuss a number of presuppositions that lie behind common criticisms of virtual friendship. This will include, among other considerations, their potential for replacing actual friendship, as well as the possibility for self-disclosure, trust, sharing and dynamic spread of happiness in virtual worlds. The purpose is not to arrive at a firm, normative conclusion, but rather to introduce a number of considerations that we should take into account in our individual deliberations over which role virtual friendships ought to have in our unique life situations.
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