2022
DOI: 10.48550/arxiv.2207.02253
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Putting the Con in Context: Identifying Deceptive Actors in the Game of Mafia

Abstract: While neural networks demonstrate a remarkable ability to model linguistic content, capturing contextual information related to a speaker's conversational role is an open area of research. In this work, we analyze the effect of speaker role on language use through the game of Mafia, in which participants are assigned either an honest or a deceptive role. In addition to building a framework to collect a dataset of Mafia game records, we demonstrate that there are differences in the language produced by players … Show more

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“…Unlike prior works which explore deception through analysis of verbal (Hirschberg et al, 2005) or visual (Soldner et al, 2019) cues in spoken language from two-party dialogues, our benchmark is based on textual linguistic cues in multi-party dialogues. Although datasets have previously been introduced for the games of Mafia (Ibraheem et al, 2022) and One Night Werewolf (Lai et al, 2022), we find Avalon to be a significantly more challenging task due to the increased game length, resulting in more than double the number of utterances per game in our dataset -49, 64, and 119 for Mafia, Werewolf, and Avalon, respectively. This requires dialogue models to reason over significantly longer context horizons, but also provides enough information for us to reason over hidden player roles as opposed to simply inferring utterance labels.…”
Section: Deception and Persuasion In Dialoguementioning
confidence: 83%
“…Unlike prior works which explore deception through analysis of verbal (Hirschberg et al, 2005) or visual (Soldner et al, 2019) cues in spoken language from two-party dialogues, our benchmark is based on textual linguistic cues in multi-party dialogues. Although datasets have previously been introduced for the games of Mafia (Ibraheem et al, 2022) and One Night Werewolf (Lai et al, 2022), we find Avalon to be a significantly more challenging task due to the increased game length, resulting in more than double the number of utterances per game in our dataset -49, 64, and 119 for Mafia, Werewolf, and Avalon, respectively. This requires dialogue models to reason over significantly longer context horizons, but also provides enough information for us to reason over hidden player roles as opposed to simply inferring utterance labels.…”
Section: Deception and Persuasion In Dialoguementioning
confidence: 83%