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Cross-Model Humor Preference Modeling with Cards Against Humanity

arXiv 2608.07481 ↗First posted 9 Jun 2026cs.HC cs.AIcited by 0

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Abstract (arXiv)

This paper investigates whether one large language model can approximate the humor preferences of another in a controlled Cards Against Humanity-style task. Two models - GPT-4o as Czar and Claude Opus-4.5 as Player - are evaluated on a binary humor-selection task constructed so that success cannot follow from self-preference. A reflected-cell stability procedure isolates 244 hands on which the two models hold deterministic but opposite preferences, partitioned into a 97-hand context pool and a 147-hand held-out test pool. The Player is then evaluated across five graded conditions: default self-preference, generic Czar-modeling instruction, model-identified Czar, prior Czar selections, and prior Czar selections with rationales. This gradient is designed to separate two sources of improvement: framing effects, in which the Player is told to attend to a Czar without seeing any of the Czar's behavior, and direct behavioral evidence, in which the Player is shown the Czar's prior choices. Player accuracy increased from 0.7% in Condition 1 to 19.0% and 25.9% in the framing-only conditions, and then rose to 72.8% and 82.3% once behavioral evidence and rationales were provided. An omnibus Cochran's Q test and pairwise McNemar tests confirmed that each step in the gradient produced a significant improvement. The results indicate that role instruction and model identity yield only modest gains, while behavioral evidence - especially when accompanied by rationales - supports substantial cross-model preference modeling. The findings are interpreted as theory-of-mind-like behavior in an operational rather than representational sense: the Player shifts away from self-preference toward another agent's demonstrated preferences, without any claim about an underlying representation of mental states.

Key facts. No citing papers in the map yet (data through 7 Oct 2026). Builds on 8 of its 12 references that are in the map. First posted on arXiv 9 Jun 2026.

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References · 8

  1. 2024User-LLM: Efficient LLM Contextualization with User Embeddingscited by 74
  2. 2023Post Hoc Explanations of Language Models Can Improve Language Modelscited by 50
  3. 2024Position: Theory of Mind Benchmarks are Broken for Large Language Modelscited by 30
  4. 2025A Survey on Personalized and Pluralistic Preference Alignment in Large Language Modelscited by 25
  5. 2025Theory of Mind in Large Language Models: Assessment and Enhancementcited by 24
  6. 2022Cards Against AI: Predicting Humor in a Fill-in-the-blank Party Gamecited by 5
  7. 2025Exploring Explanations Improves the Robustness of In-Context Learningcited by 2
  8. 2026Cards Against LLMs: Benchmarking Humor Alignment in Large Language Modelscited by 1

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  1. 2026Who Laughs with Whom? Disentangling Influential Factors in Humor Preferences across User Clusters and LLMs
  2. 2026HumorRank: A Tournament-Based Leaderboard for Evaluating Humor Generation in Large Language Models
  3. 2024Self-Play Preference Optimization for Language Model Alignment
  4. 2025Unregularized Linear Convergence in Zero-Sum Game from Preference Feedback
  5. 2025When 'YES' Meets 'BUT': Can Large Models Comprehend Contradictory Humor Through Comparative Reasoning?
  6. 2023Human Choice Prediction in Language-based Persuasion Games: Simulation-based Off-Policy Evaluation
  7. 2024Efficacy of Language Model Self-Play in Non-Zero-Sum Games
  8. 2026HumorGen: Cognitive Synergy for Humor Generation in Large Language Models via Persona-Based Distillation