In most existing AI humor research, humor was treated as either "present" or "not present." We explore the concept of humor as a social interaction with context and explanations. During this project, we defined a humor reasoning data object and developed a way to prompt LLMs to generate an explanation of humor effective for general population. We iterated from an earlier prompt to an improved prompt, found that the later version reduced important errors, and then scaled generation to a large number of data objects which have the potential to enable data synthesis and data augmentation for AI humor research. Our main takeaway is that better prompting of an LLM improves humor explanation quality, especially by handling missing context, multi-modality, and transcript issues more carefully. These results establish a strong foundation for future work on AI understanding of humor as social behavior. All code and data are available at: https://github.com/anna-arnett/ai-humor/ .
Multimodal humor in memes, cartoons, and comics remains difficult for AI systems because intended meaning depends on non-literal mechanisms, shared cultural knowledge, and communicative intent rather than literal scene description. This survey focuses on visual humor understanding in single-image and multi-panel artifacts, while treating humor generation as an emerging downstream frontier. We position the literature against prior humor, sarcasm, and general MLLM surveys and organize it using a capability-centric hierarchy spanning recognition, interpretation and reasoning, and generation. Under this lens, we synthesize benchmark design, evaluation protocols, and modeling paradigms, tracing the field's shift from task-specific fusion models to large-model approaches based on multimodal alignment, evidence-grounded reasoning, and controlled generation. We conclude by highlighting the main barriers to progress: shortcut-prone evaluation, limited cultural and narrative coverage, weak evidence grounding, and unresolved safety and ownership concerns.
Humor generation remains challenging task for Large Language Models (LLMs), due to their subjective nature. We focus on satire, a form of humor strongly shaped by context. In this work, we present a novel pipeline for grounded satire generation that uses Retrieval-Augmented Generation (RAG) over current news to produce satirical dictionary definitions in the Finnish context. We also introduce a new task-specific evaluation framework and annotate 100 generated definitions with six human annotators, enabling analysis across multiple experimental conditions, including cultural background, source-word type, and the presence or absence of RAG. Our results show that the generated definitions are perceived as more political than humorous. Both topic-based word selection and RAG improve the political relevance of the outputs, but neither yields clear gains in humor generation. In addition, our LLM-as-a-judge evaluation of five state-of-the-art models indicates that LLMs correlate well with human judgments on political relevance, but perform poorly on humor. We release our code and annotated dataset to support further research on grounded satire generation and evaluation.
Humor preferences vary widely across individuals and cultures, complicating the evaluation of humor using large language models (LLMs). In this study, we model heterogeneity in humor preferences in Oogiri, a Japanese creative response game, by clustering users with voting logs and estimating cluster-specific weights over interpretable preference factors using Bradley-Terry-Luce models. We elicit preference judgments from LLMs by prompting them to select the funnier response and found that user clusters exhibit distinct preference patterns and that the LLM results can resemble those of particular clusters. Finally, we demonstrate that, by persona prompting, LLM preferences can be directed toward a specific cluster. The scripts for data collection and analysis are publicly available to support reproducibility.