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English has a convoluted relationship between its pronunciation and spelling, which obscures its phonological structure for early literacy learners. This convoluted relationship has implications for early literacy software, particularly for…
In this paper we propose a method that learns to play Pac-Man. We define a set of high-level observation and action modules. Actions are temporally extended, and multiple action modules may be in effect concurrently. A decision of the agent…
Game semantics is a rich and successful class of denotational models for programming languages. Most game models feature a rather intuitive setup, yet surprisingly difficult proofs of such basic results as associativity of composition of…
There are few digital tools to help designers create game mechanics. A general language to express game mechanics is necessary for rapid game design iteration. The first iteration of a mechanics-focused language, together with its…
Wargames are simulations of conflicts in which participants' decisions influence future events. While casual wargaming can be used for entertainment or socialization, serious wargaming is used by experts to explore strategic implications of…
Acquiring your first language is an incredible feat and not easily duplicated. Learning to communicate using nothing but a few pictureless books, a corpus, would likely be impossible even for humans. Nevertheless, this is the dominating…
World models improve a learning agent's ability to efficiently operate in interactive and situated environments. This work focuses on the task of building world models of text-based game environments. Text-based games, or interactive…
Mobile Edge Learning (MEL) is a learning paradigm that enables distributed training of Machine Learning models over heterogeneous edge devices (e.g., IoT devices). Multi-orchestrator MEL refers to the coexistence of multiple learning tasks…
Prior research has explored potential applications of video games in programming education to elicit computational thinking skills. However, existing approaches are often either too general, not taking into account the diversity of genres…
Playing video games requires perception, memory, and planning, exactly the faculties modern large language model (LLM) agents are expected to master. We study the major challenges in using popular video games to evaluate modern LLMs and…
This paper gives a critical account of the minority game literature. The minority game is a simple congestion game: players need to choose between two options, and those who have selected the option chosen by the minority win. The learning…
JADE is an educational game we have imagined, designed, built, and used successfully in various contexts. This board game enables learning and practicing software ergonomics concepts. It is intended for beginners. We use it every year…
Serious games are simulation software designed to assist people in learning the practical concepts of various application fields such as Health, wellness, Education and Culture. People improve their individual knowledge, skills and attitude…
Accessibility education has been rarely incorporated into the high school curricula. This is a missed opportunity to equip next-generation software designers and decision-makers with knowledge, awareness, and empathy regarding accessibility…
Inspired by previous work on emergent communication in referential games, we propose a novel multi-modal, multi-step referential game, where the sender and receiver have access to distinct modalities of an object, and their information…
Gamification is an effective strategy for motivating and engaging users, which is grounded in business, marketing, and management by designing games in nongame contexts. Gamifying education, which consists of the design and study of…
Text-based games provide a framework for developing natural language understanding and commonsense knowledge about the world in reinforcement learning based agents. Existing text-based environments often rely on fictional situations and…
This paper introduces the concept of Language-Guided World Models (LWMs) -- probabilistic models that can simulate environments by reading texts. Agents equipped with these models provide humans with more extensive and efficient control,…
At the beginning of 2022, a simplistic word-guessing game took the world by storm and was further adapted to many languages beyond the original English version. In this paper, we examine the strategies of daily word-guessing game players…
Grammatical Error Correction (GEC) should not focus only on high accuracy of corrections but also on interpretability for language learning. However, existing neural-based GEC models mainly aim at improving accuracy, and their…