Related papers: First Results from Using Game Refinement Measure a…
Large Language Models (LLMs) are being applied to increasingly difficult problems and use cases. To navigate their vast solution spaces effectively, LLMs need to be creative. Yet the subjective nature of creativity and the limits of human…
Reinforcement learning agents are fundamentally limited by the quality of the reward functions they learn from, yet reward design is often overlooked under the assumption that a well-defined reward is readily available. However, in…
In continual learning, a model learns incrementally over time while minimizing interference between old and new tasks. One of the most widely used approaches in continual learning is referred to as replay. Replay methods support interleaved…
For any odd integer $n\geq3$ a board (of size $n$) is a square array of $n\times n$ positions with a simple rule of how to move between positions. The goal of the game we introduce is to find a path from the upper left corner of a board to…
Scale-invariance in games has recently emerged as a widely valued desirable property. Yet, almost all fast convergence guarantees in learning in games require prior knowledge of the utility scale. To address this, we develop learning…
Engagement in educational games, a recently popular academic topic, has been shown to increase learning performance, as well as a number of attitudinal factors, such as intrinsic interest and motivation. However, there is a lack of research…
Existing reasoning benchmarks for large language models (LLMs) frequently fail to capture authentic creativity, often rewarding memorization of previously observed patterns. We address this shortcoming with Sudoku-Bench, a curated benchmark…
In this article, we present our findings from ten years of research on intelligent educational games. We discuss the architecture of our training environments for learning spelling and mathematics, and specifically focus on the…
Reinforcement learning algorithms rely on carefully engineering environment rewards that are extrinsic to the agent. However, annotating each environment with hand-designed, dense rewards is not scalable, motivating the need for developing…
Real world applications such as economics and policy making often involve solving multi-agent games with two unique features: (1) The agents are inherently asymmetric and partitioned into leaders and followers; (2) The agents have different…
Optical character recognition (OCR) systems performance have improved significantly in the deep learning era. This is especially true for handwritten text recognition (HTR), where each author has a unique style, unlike printed text, where…
We present a pilot study on crea.blender, a novel co-creative game designed for large-scale, systematic assessment of distinct constructs of human creativity. Co-creative systems are systems in which humans and computers (often with Machine…
We derive the rate of convergence to the strongly variationally stable Nash equilibrium in a convex game, for a zeroth-order learning algorithm. Though we do not assume strong monotonicity of the game, our rates for the one-point feedback…
Large Language Models (LLMs) can be tasked with scoring texts according to pre-defined criteria and on a defined scale, but there is no recognised optimal prompting strategy for this. This article focuses on the task of LLMs scoring journal…
In this paper we study the computational complexity of the game of Scrabble. We prove the PSPACE-completeness of a derandomized model of the game, answering an open question of Erik Demaine and Robert Hearn.
Games have always been a popular test bed for artificial intelligence techniques. Game developers are always in constant search for techniques that can automatically create computer games minimizing the developer's task. In this work we…
We use machine learning to provide a tractable measure of the amount of predictable variation in the data that a theory captures, which we call its "completeness." We apply this measure to three problems: assigning certain equivalents to…
Proper scoring rules evaluate the quality of probabilistic predictions, playing an essential role in the pursuit of accurate and well-calibrated models. Every proper score decomposes into two fundamental components -- proper calibration…
Wordle is a very popular word game that is owned by the New York Times. We can design parameterized strategies for solving Wordle, based on probabilistic, statistical, and information-theoretical information about the games. The strategies…
Achieving optimal balance in games is essential to their success, yet reliant on extensive manual work and playtesting. To facilitate this process, the Procedural Content Generation via Reinforcement Learning (PCGRL) framework has recently…