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题型:阅读理解-阅读单选 难度:0.65 引用次数:73 题号:21631246

It seems like just another group of non-player characters (NPCs) in a video game. But unlike traditional NPCs, these characters’ behavior isn’t programmed by a coder (程序员). Instead, they generate their behavior according to a short biography given to them consisting of a name, age, job, family, interests, and a few habits. What is surprising? They behave in ways that are believably humanlike.

In the experiment, a team of Stanford researchers led by Joon Sung Park placed 25 generative agents within a virtual world. Each agent was assigned a unique background and participated in a two-day simulation (模拟). Various remarkable behaviors were then observed. For example, one agent planned a party and informed friends and relatives, many of whom showed up at the correct time and place; another agent who decided to run for president set off heated discussions among the community, with different agents holding varying opinions on this candidate.

The researchers used a control group of human participants, each role-playing one of the 25 agents, and were astonished by the result: actual humans generated responses that an evaluation group of 100 individuals rated as less human-like than the generative agents.

The study has inspired interest among game designers who hope generative agents will make game play more engaging. But Park is most interested in other downstream applications, including generative agents’ potential usefulness for social science studies. “For example, researchers could explore how people in an online forum are likely to respond to a particular measure aimed at countering false information,” Park envisions.

However, Park acknowledges that generative agents also raise some potential ethical (伦理的) problems. One highlighted risk is that people will develop one-sided “fake friendships” with humanlike generative agents at the expense of relationships in real life. The researchers described the ethical concerns with some proposed solutions. “It’s always better to over-worry about ethical problems at the beginning rather than underestimate their significance and regret it later,” Park says.

1. How do the generative agents in the study differ from traditional NPCs in video games?
A.They can write biographies.B.They are controlled by coders.
C.They behave in humanlike ways.D.They have unique cultural backgrounds.
2. Which of the following steps is taken in the experiment?
A.Having people rate the generated behavior.
B.Managing the human role-players’ response.
C.Evaluating the 100 individuals’ generated response.
D.Making the characters imitate the human participants.
3. According to Park, what could be a potential use of generative agents?
A.Enhancing online forum engagement.
B.Making technological breakthroughs.
C.Designing more absorbing video games.
D.Predicting human actions in a social context.
4. What is Park’s recommended approach to the ethical issues raised by generative agents?
A.Discount their significance.B.Address concerns instantly.
C.Be deeply worried throughout.D.Postpone solutions to a later time.

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【推荐1】iPad vs textbooks

What if you could have your whole backpack at the touch of your fingertips? In the first month of the Apple iPads release, 25million were sold! People all over the world use iPads for all sorts of different things, but one of their finest qualities is the ability to be a textbook.     1     .

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    3    . Students usually have multiple classes, which results in multiple textbooks. Heavy backpacks filled with books can cause back problem. A solution to that is an iPad, which only weighs 1.33 pounds and can hold all of a student's textbooks.

Thirdly, schools should get rid of their textbooks and get iPads because they have more capabilities. Some might think all of the apps are distracting, but the apps actually make iPads more efficient.     4     . Textbooks cannot do those tasks, but iPads can easily do them with just a tap of the fingertip.

Lastly, iPads are a better choice for schools instead of textbooks because these devices allow students to access their learning anywhere at any time.     5     . With iPads, they find it easier to get their homework done.

In conclusion, schools should get rid of their clumsy textbooks and switch to iPads. iPads have allowed this generation to have their entire backpack in the palm of their hands.

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