Abstract
Large Language Models (LLMs) are increasingly being used in museums to as role playing chatbots which let visitors talk to simulated versions of people and artefacts from the past. While such installations can be playful and engaging, they are also problematic because LLMs cannot be trusted to speak truthfully. I identify a fundamental dilemma for the use of LLMs in museum chatbots: LLMs cannot be trusted to tell the truth, and efforts to make them more reliable may ruin that which is attractive about the bots in the first place - their ability to engage in life-like conversation. In response, I propose designing for critical play with LLM-based bots: Designing for playful interactions with bots that are unreliable but still able to represent the past in an adequate and engaging manner - as fictional characters representing historical narratives, styles of discourse, diverse perspectives, humor and satire.
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Date pendingcs.AI
We discuss the nature of chatbots as conversation partners in problem-solving conversations. What can chatbots do and what can't they do? Our analysis draws on insights from Aggregation Dynamics, Cognitive Linguistics, Neuropsychology and Psychology. We establish that chatbots are multifaceted and composite systems. Our argument focuses on basic chatbots in the hope of thereby making statements about the core functionality of more advanced chatbots. Basic chatbots are assumed to consist of a Large Language Model (LLM) with a simple interface. The main results of our analysis are: a description of human imagination, understanding and thinking based on so-called metaphorical problem propagations; that the texts in text datasets used for training LLMs have specific characteristics and that these texts only partially imitate human thinking and understanding; that the LLM training process encodes artificial metaphorical problem propagations into an LLM from these text datasets. Our conclusions are that a basic chatbot cannot be a thinking partner capable of matching the cognitive flexibility of humans, and that further development of LLMs will not lead to this either. But chatbots exist, they are being used on a massive scale, by both individuals and organisations. It is therefore socially and politically important to understand them. Our article aims to contribute to the discussion on the functioning, benefits and drawbacks of chatbots. Cognitive Linguistics shows how the use of metaphor is an expression of our thinking. Aggregation Dynamics, is an attempt at a comprehensive systems theory. We believe that the concept of metaphorical problem propagation could provide an interesting addition for both. Chatbots a solution? For what?
S. F. M. van Vlijmen, H. D. Lethe jr
Jul 1, 2026cs.CL
The game of Taboo requires describing a target word without using a set of forbidden words, so that other players can guess it. This deceptively simple task combines strict lexical constraints with the need for communicatively effective descriptions, making it a compelling playground for examining how LLMs navigate competing demands at inference time. We evaluate two open-weight models under conditions that intervene at progressively deeper levels of the generative process, from prompting to generation-time constraints to internal representations manipulations. We assess their outputs through forbidden word violation detection, LLM-as-a-judge measuring the degree to which generated descriptions successfully evoke the target concept for both human and machine guessers, and examining whether the strategies models adopt under constraint align with those of human players. Our results show that compliance with the rules of the game and communicative effectiveness trade off differently across conditions, and that models remain substantially weaker than humans as guessers, suggesting that lexical grounding under constraint is an open challenge for current language models.
Sara Candussio, Francesca Padovani, Daniel Scalena +1
Sep 1, 2026cs.CL
Role-playing large language models (LLMs) are expected to adopt a character's style while also respecting that character's knowledge boundaries. Prior evaluations detect character hallucination but rarely distinguish whether errors arise from failure to recognize a boundary or from failure to comply despite recognition. We introduce CHARM, a multicultural benchmark of 40 real and fictional characters drawn from five cultural-linguistic regions, and validated by native reviewers. It probes two boundary types, Temporal (historical vs. modern) and Cross-Universe (entities outside a character's narrative or historical universe), using abstention-enabled multiple-choice questions. We propose a two-stage evaluation that separates Boundary-Awareness (explicit recognition that a query is out of scope) from Boundary-Compliance (abstention when answering concrete questions). Evaluations across six LLMs show that hallucination is driven predominantly by compliance failures. Models frequently acknowledge that a query lies outside the character's knowledge yet still provide factual, out-of-character answers. By re-posing the same questions to the target character, we confirm that a large fraction of these cases are verified parametric overrides; the model stores the relevant fact but fails to suppress it. We also observe systematic cultural variation in these failures, consistent with imbalances in how characters from different regions are represented in model knowledge.
Sunkyung Han, Nahyeon Park, Gaeun Seo +2