Related papers: The naming game in language dynamics revisited
Chinese input recommendation plays an important role in alleviating human cost in typing Chinese words, especially in the scenario of mobile applications. The fundamental problem is to predict the conditional probability of the next word…
Multilingual Large Language Models (LLMs) exhibit remarkable cross-lingual abilities, yet often exhibit a systematic bias toward the representations from other languages, resulting in semantic interference when generating content in…
The development and popularization of large language models (LLMs) have raised concerns that they will be used to create tailor-made, convincing arguments to push false or misleading narratives online. Early work has found that language…
We study two-player concurrent stochastic games on finite graphs, with B\"uchi and co-B\"uchi objectives. The goal of the first player is to maximize the probability of satisfying the given objective. Following Martin's determinacy theorem…
We consider a scenario where N users try to access a common base station. Associated with each user is its channel state and a finite queue which varies with time. Each user chooses his power and the admission control variable in a dynamic…
In order to analyze the dynamics of two languages in competition, one approach is to fit historical data on their numbers of speakers with a mathematical model in which the parameters are interpreted as the similarity between those…
An in-depth analytic study of a model of language dynamics is presented: a model which tackles the problem of the coexistence of two languages within a closed community of speakers taking into account bilingualism and incorporating a…
Bilingual lexicon induction induces the word translations by aligning independently trained word embeddings in two languages. Existing approaches generally focus on minimizing the distances between words in the aligned pairs, while…
We develop methods to formally describe and compare games, in order to probe questions of game structure and design, and as a stepping stone to predicting player behavior from design patterns. We define a grammar-like formalism to describe…
We study a security game over a network played between a $defender$ and $k$ $attackers$. Every attacker chooses, probabilistically, a node of the network to damage. The defender chooses, probabilistically as well, a connected induced…
We explore the potential of self-play training for large language models (LLMs) in a two-player adversarial language game called Adversarial Taboo. In this game, an attacker and a defender communicate around a target word only visible to…
Large language models (LLMs) have advanced rapidly in recent years, driven by scale, abundant high-quality training data, and reinforcement learning. Yet this progress faces a fundamental bottleneck: the need for ever more data from which…
We study two-player inclusion games played over word-generating higher-order recursion schemes. While inclusion checks are known to capture verification problems, two-player games generalize this relationship to program synthesis. In such…
A crowdsourced wireless community network can effectively alleviate the limited coverage issue of Wi-Fi access points (APs), by encouraging individuals (users) to share their private residential Wi-Fi APs with each other. This paper…
In this article, we study the dynamics of marking in football matches. To do this, we surveyed and analyzed a database containing the trajectories of players from both teams on the field of play during three professional games. We describe…
The traditional approach to choosing moves in game-playing programs is the minimax procedure. The general belief underlying its use is that increasing search depth improves play. Recent research has shown that given certain simplifying…
Heifetz, Meier, and Schipper (2013) introduced dynamic game with unawareness consisting of a partially ordered set of games in extensive form. Here, we study the normal form of dynamic games with unawareness. The generalized normal form…
In two-player games on graphs, the simplest possible strategies are those that can be implemented without any memory. These are called positional strategies. In this paper, we characterize objectives recognizable by deterministic B\"uchi…
A theory of language learning is described, which uses Bayesian induction of feature structures (scripts) and script functions. Each word sense in a language is mentally represented by an m-script, a script function which embodies all the…
We introduce two-player games which build words over infinite alphabets, and we study the problem of checking the existence of winning strategies. These games are played by two players, who take turns in choosing valuations for variables…