







A Blog post by Ai2 on Hugging Face

Fairness is what the powerful ‘can get away with’ study shows
The willingness of those in power to act fairly depends on how easily others can collectively push back against unfair treatment

Can we trust LLMs to judge whether a research idea is novel?
A Blog post by Ai2 on Hugging Face

Arguments in Favor of AI Fair Use
I made some notes on the nature of the training of LLMs, and about whether we as a society should consider the material used to train them as a fair use of that material.

The Environmental Impacts of AI -- Primer
A Blog post by Sasha Luccioni on Hugging Face
The Annotated Encyclical - a Hugging Face Space by society-ethics
Magnifica Humanitas, annotated with AI-ethics research
Characterizing Fairness Over the Set of Good Models Under Selective Labels
Algorithmic risk assessments are used to inform decisions in a wide variety of high-stakes settings. Often multiple predictive models deliver similar overall performance but differ markedly in their predictions for individual cases, an empirical phenomenon known as the “Rashomon Effect.” These models may have different properties over various groups, and therefore have different predictive fairness properties. We develop a framework for characterizing predictive fairness properties over the set of models that deliver similar overall performance, or “the set of good models.” Our framework addresses the empirically relevant challenge of selectively labelled data in the setting where the selection decision and outcome are unconfounded given the observed data features. Our framework can be used to 1) audit for predictive bias; or 2) replace an existing model with one that has better fairness properties. We illustrate these use cases on a recidivism prediction task and a real-world credit-scoring task.
Train AI models with Unsloth and Hugging Face Jobs for FREE
We’re on a journey to advance and democratize artificial intelligence through open source and open science.
Children’s Sense of Fairness as Equal Respect
One influential view holds that children’s sense of fairness emerges at age 8 and is rooted in the development of an aversion to unequal resource distributions. Here, we suggest two amendments to this view. First, we argue and present evidence that children’s sense of fairness emerges already at age 3 in (and only in) the context of collaborative activities. This is because, in our theoretical view, collaboration creates a sense of equal respect among partners. Second, we argue and present evidence that children’s judgments about what is fair are essentially judgments about the social meaning of the distributive act; for example, children accept unequal distributions if the procedure gave everyone an equal chance (so-called distributive justice). Children thus respond to unequal (and other) distributions not based on material concerns, but rather based on interpersonal concerns: they want equal respect.
The Hugging Face incident and other third-party impact from misaligned models
Read OpenAI’s findings on the Hugging Face incident and AI model misalignment, including investigation updates, safety research, and lessons learned.

Why We Built VIBE Bench: Rethinking Evaluation for Real Workloads
A Blog post by MiniMax on Hugging Face
KillBench: Discovering Hidden Biases of LLMs
1M+ experiments exposing bias in critical AI decision-making

A Theory of Response Sampling in LLMs: Part Descriptive and Part Prescriptive
Large Language Models (LLMs) are increasingly utilized in autonomous decision-making, where they sample options from vast action spaces. However, the heuristics that guide this sampling process remain under-explored. We study this sampling behavior and show that this underlying heuristics resembles that of human decision-making: comprising a descriptive component (reflecting statistical norm) and a prescriptive component (implicit ideal encoded in the LLM) of a concept. We show that this deviation of a sample from the statistical norm towards a prescriptive component consistently appears in concepts across diverse real-world domains like public health, and economic trends. To further illustrate the theory, we demonstrate that concept prototypes in LLMs are affected by prescriptive norms, similar to the concept of normality in humans. Through case studies and comparison with human studies, we illustrate that in real-world applications, the shift of samples toward an ideal value in LLMs' outputs can result in significantly biased decision-making, raising ethical concerns.
A sampling model of social judgment.
How Specializing the Vocabulary of SLMs Can Cut Inference Cost by 77% in Real Applications
A Blog post by Dharma-AI on Hugging Face

Integrative experiments identify how punishment affects welfare in public goods games
Despite decades of research, the conditions under which punishment promotes cooperation remain unclear. Through an integrative experiment varying 14 design parameters of public goods games across 360 experimental conditions (147,618 decisions from 7100 participants), we reveal substantial heterogeneity in punishment effectiveness: Its impact on welfare ranges from 43% improvement to 44% reduction depending on the game parameters. To characterize these patterns, we developed models that outperformed human forecasters in predicting punishment effectiveness in new experiments. Communication emerges as the most important factor, followed by contribution framing (opt out versus opt in), contribution type (variable versus all-or-nothing), game length, and outcome visibility, though these factors often interact. The results reframe the debate from whether punishment works to when it does, demonstrating how integrative experiments enable discovery of generalizable patterns in social phenomena. , Editor’s summary People face conflicts between maximizing personal gain versus supporting collective interests. If we cooperatively recycle or donate to charities, it benefits society, but it also costs us time and resources that could be selfishly preserved for ourselves. We impose penalties to deter those undesirable or selfish behaviors, but under what conditions do punishments or penalties effectively modify behavior to benefit group welfare? Alsobay et al . systematically and simultaneously varied 14 factors together instead of in isolation. Punishment was unequivocally most effective when paired with consistent communication, particularly over time. Another effective factor was “opting out” or withdrawing some, but not all, endowments already in the public fund. These methodological advances revealed when, rather than whether, punishment works. —Ekeoma Uzogara , INTRODUCTION Human societies face many situations where individual and collective interests conflict, often referred to as social dilemmas. Costly peer punishment has been studied for more than 25 years in public goods games (stylized behavioral experiments in which individuals decide how much to contribute to a shared pool that benefits everyone) as a mechanism to promote cooperation. Prior research has identified many contextual factors that moderate punishment’s effectiveness, including game length, communication, group size, punishment cost, and so on. However, the specific conditions under which punishment improves group welfare remain unclear. RATIONALE We argue that this lack of clarity derives from the dominant experimental paradigm, in which any given study manipulates only one or a few theoretically informed factors. Because such studies differ in many ways (different experimental procedures, populations), their results are often difficult to compare or integrate. Consequently, one can list many factors that have some effect, but cannot say how much each matters relative to the others, or how they work together, and as a result, cannot predict when punishment will help or harm welfare in new settings. To address this fundamental knowledge gap, we use an integrative experimental design and systematically vary 14 parameters across 360 conditions (147,618 decisions from 7100 participants) to elucidate when punishment improves versus undermines welfare in public goods games, which factors matter most, and how they interact. RESULTS The effect of punishment on welfare ranged from 43% improvement to 44% reduction depending on the specific combination of game parameters. To characterize this heterogeneity, we trained a model that outperformed all 553 human forecasters (laypeople and experts) in predicting whether punishment would help or harm welfare in new experiments. Communication emerged as roughly three times more important than any other factor, followed by contribution framing (opt in versus opt out), contribution type (variable versus all-or-nothing), game length, and peer outcome visibility (whether participants can see others’ earnings). These factors often interact. For example, longer games enhance punishment’s effectiveness only when communication is available, and contribution framing effects depend on both contribution type and outcome visibility. CONCLUSION Many phenomena in social science are shaped by many factors whose interactions are consequential, yet the dominant experimental paradigm often limits its inquiry to “does a given effect exist?” and examines hypothesized factors in isolation. As a result, research programs can accumulate many partial explanations without a clear picture of how they combine to determine outcomes across settings. Knowing that factors matter individually is fundamentally different from knowing how much each matters and how they interact. The integrative approach implemented here offers one way forward. It varies many factors simultaneously within a shared design space, evaluates models by their predictive accuracy on new experiments, and probes those models to constrain and develop theory. Our hope is that integrative experiment designs, combined with models that integrate prediction and explanation, represent a path toward more cumulative social science. Integrative experiment reveals when punishment helps versus harms. We systematically varied 14 design parameters across 360 experimental conditions. The effect of punishment on cooperation efficiency ranged from −44% to +43% depending on the specific game parameters. Communication emerged as three times more important than any other factor, followed by contribution framing, contribution type, and game length.
