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Ritsu Sakabe

dblp:421/6720 · DBLP profile ↗
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1ranked-venue papers
1as first author
1since 2021 · last 2026
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 1 · 1 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
1 paper
Generative modeling · 44% Trustworthy machine learning · 44% Question answering and dialogue systems · 13%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Generative modeling › computational creativity
computational humor
1.012026
Assessing the Capabilities of LLMs in Humor: A Multi-dimensional Analysis of Oogiri Generation and Evaluation · AAAI 2026
Machine learning › Trustworthy machine learning
interpretability
1.012026
Assessing the Capabilities of LLMs in Humor: A Multi-dimensional Analysis of Oogiri Generation and Evaluation · AAAI 2026
Natural language and speech › Question answering and dialogue systems
conversational agents
0.312026
Assessing the Capabilities of LLMs in Humor: A Multi-dimensional Analysis of Oogiri Generation and Evaluation · AAAI 2026

Methods — techniques the papers use, named apart from their topics

human annotation · 1.0correlation analysis · 1.0
YearPublicationVenuePosition
2026 Assessing the Capabilities of LLMs in Humor: A Multi-dimensional Analysis of Oogiri Generation and Evaluation
abstract
Computational humor is a frontier for creating advanced and engaging natural language processing (NLP) applications, such as sophisticated dialogue systems. While previous studies have benchmarked the humor capabilities of Large Language Models (LLMs), they have often relied on single-dimensional evaluations, such as judging whether something is simply ``funny.'' This paper argues that a multifaceted understanding of humor is necessary and addresses this gap by systematically evaluating LLMs through the lens of Oogiri, a form of Japanese improvisational comedy games. To achieve this, we expanded upon existing Oogiri datasets with data from new sources and then augmented the collection with Oogiri responses generated by LLMs. We then manually annotated this expanded collection with 5-point absolute ratings across six dimensions: Novelty, Clarity, Relevance, Intelligence, Empathy, and Overall Funniness. Using this dataset, we assessed the capabilities of state-of-the-art LLMs on two core tasks: their ability to generate creative Oogiri responses and their ability to evaluate the funniness of responses using a six-dimensional evaluation. Our results show that while LLMs can generate responses at a level between low- and mid-tier human performance, they exhibit a notable lack of Empathy. This deficit in Empathy helps explain their failure to replicate human humor assessment. Correlation analyses of human and model evaluation data further reveal a fundamental divergence in evaluation criteria: LLMs prioritize Novelty, whereas humans prioritize Empathy. We release our annotated corpus to the community to pave the way for the development of more emotionally intelligent and sophisticated conversational agents.
Ritsu Sakabe, Hwichan Kim, Tosho Hirasawa, Mamoru Komachi
AAAI1