Related papers: Transducer-based Rewriting Games for Active XML
The paper studies the rewriting mechanisms for intensional documents in the Active XML framework, abstracted in the form of active context-free games. The safe rewriting problem studied in this paper is to decide whether the first player,…
Active context-free games are two-player games on strings over finite alphabets with one player trying to rewrite the input string to match a target specification. These games have been investigated in the context of exchanging Active XML…
Context-free games on strings are two-player rewriting games based on a set of production rules and a regular target language. In each round, the first player selects a position of the current string; then the second player replaces the…
We study a game for recognising formal languages, in which two players with imperfect information need to coordinate on a common decision, given private input words correlated by a finite graph. The players have a joint objective to avoid…
Many games of interest in the real world are often intractably large, thereby necessitating the use of game abstraction to shrink them in size, typically by many magnitudes. Over the last two decades, there have been significant advances in…
Text-based games simulate worlds and interact with players using natural language. Recent work has used them as a testbed for autonomous language-understanding agents, with the motivation being that understanding the meanings of words or…
This paper analyzes the behavior of stack-augmented recurrent neural network (RNN) models. Due to the architectural similarity between stack RNNs and pushdown transducers, we train stack RNN models on a number of tasks, including string…
While the situation has improved for text-only models, it again seems to be the case currently that multimodal (text and image) models develop faster than ways to evaluate them. In this paper, we bring a recently developed evaluation…
We study two-player games played on the infinite graph of sentential forms induced by a context-free grammar (that comes with an ownership partitioning of the non-terminals). The winning condition is inclusion of the derived terminal word…
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…
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…
Low-resource languages pose a challenge for machine translation with large language models (LLMs), which require large amounts of training data. One potential way to circumvent this data dependence is to rely on LLMs' ability to use…
Text games present opportunities for natural language understanding (NLU) methods to tackle reinforcement learning (RL) challenges. However, recent work has questioned the necessity of NLU by showing random text hashes could perform…
It has been established in recent work that Large Language Models (LLMs) can be prompted to "self-play" conversational games that probe certain capabilities (general instruction following, strategic goal orientation, language understanding…
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…
We designed and built a game called \textit{Immersive Text Game}, which allows the player to choose a story and a character, and interact with other characters in the story in an immersive manner of dialogues. The game is based on several…
The ability to learn optimal control policies in systems where action space is defined by sentences in natural language would allow many interesting real-world applications such as automatic optimisation of dialogue systems. Text-based…
We introduce a two-player game, in which each player extends a given sequence by picking a free element in a domain D of the real line. The aim of the players is to control the parity of the number of transpositions necessary to put the…
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…
We consider simulation games played between Spoiler and Duplicator on two Buchi automata in which the choices made by Spoiler can be buffered by Duplicator in two different buffers before she executes them on her structure. Previous work on…