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We introduce LLM CHESS, an evaluation framework designed to probe the generalization of reasoning and instruction-following abilities in large language models (LLMs) through extended agentic interaction in the domain of chess. We rank over…
To solve a text-based game, an agent needs to formulate valid text commands for a given context and find the ones that lead to success. Recent attempts at solving text-based games with deep reinforcement learning have focused on the latter,…
This study utilizes the game Codenames as a benchmarking tool to evaluate large language models (LLMs) with respect to specific linguistic and cognitive skills. LLMs play each side of the game, where one side generates a clue word covering…
School classrooms are equipped with more and more mobile devices. However, the latest studies show that their use by teachers is still very limited because of a lack of resources and applications adapted to use these artifacts in education.…
Large-scale models trained on extensive datasets, have emerged as the preferred approach due to their high generalizability across various tasks. In-context learning (ICL), a popular strategy in natural language processing, uses such models…
Since the COVID-19 pandemic, educational institutions have embarked on digital transformation projects. The success of these projects depends on integrating new technologies and understanding the needs of digitally literate students. The…
The ability to combine linguistic guidance from others with direct experience is central to human development, enabling safe and rapid learning in new environments. How do people integrate these two sources of knowledge, and how might AI…
Game extension is an entertaining activity that offers an opportunity to test new design approaches by non-programmers. The real challenge is to enable this activity by means of a suitable infrastructure. We propose a knowledge-driven…
Video game playing is an extremely structured domain where algorithmic decision-making can be tested without adverse real-world consequences. While prevailing methods rely on image inputs to avoid the problem of hand-crafting state space…
In this paper, we present a solution for providing personalized and instant feedback to English learners through a mobile application, called Flowchase, that is connected to a speech technology able to segment and analyze speech segmental…
Board games, with the exception of solo games, need at least one other player to play. Because of this, we created Artificial Intelligent (AI) agents to play against us when an opponent is missing. These AI agents are created in a number of…
We explore automatically predicting which Wordle games Reddit users find amusing. We scrape approximately 80k reactions by Reddit users to Wordle games from Reddit, classify the reactions as expressing amusement or not using OpenAI's…
GNOLL ("GNOLL's Not *OLL") is a software library for dice notation. Unlike previous papers, GNOLL's dice notation syntax is focused on parsing a language that tabletop role-players and board gamers are already used to for specifying dice…
We study a referential game (a type of signaling game) where two agents communicate with each other via a discrete bottleneck to achieve a common goal. In our referential game, the goal of the speaker is to compose a message or a symbolic…
Reinforcement learning (RL) methods have been actively applied in the field of robotics, allowing the system itself to find a solution for a task otherwise requiring a complex decision-making algorithm. In this paper, we present a novel…
Imitation learning in robots, also called programing by demonstration, has made important advances in recent years, allowing humans to teach context dependant motor skills/tasks to robots. We propose to extend the usual contexts…
Machine Learning techniques have been used to teach computer programs how to play games as complicated as Chess and Go. These were achieved using powerful tools such as Neural Networks and Parallel Computing on Supercomputers. In this…
Learning in smooth games fundamentally differs from standard minimization due to rotational dynamics, which invalidate classical hyperparameter tuning strategies. Despite their practical importance, effective methods for tuning in games…
The current mainstream approach to train natural language systems is to expose them to large amounts of text. This passive learning is problematic if we are interested in developing interactive machines, such as conversational agents. We…
Most research on lifelong learning applies to images or games, but not language. We present LAMOL, a simple yet effective method for lifelong language learning (LLL) based on language modeling. LAMOL replays pseudo-samples of previous tasks…