Related papers: ELIMINATION from Design to Analysis
Large Language Models (LLMs) have shown impressive performance on various benchmarks, yet their ability to engage in deliberate reasoning remains questionable. We present NYT-Connections, a collection of 358 simple word classification…
In this report, we inspect the application of an evolutionary approach to the game of Rack'O, which is a card game revolving around the notion of decision making. We first apply the evolutionary technique for obtaining a set of rules over…
Learning to program has become common in schools, higher education and individual learning. Although testing is an important aspect of programming, it is often neglected in education due to a perceived lack of time and knowledge, or simply…
Strategy iteration is a technique frequently used for two-player games in order to determine the winner or compute payoffs, but to the best of our knowledge no general framework for strategy iteration has been considered. Inspired by…
We address the synthesis of control policies for unknown discrete-time stochastic dynamical systems to satisfy temporal logic objectives. We present a data-driven, abstraction-based control framework that integrates online learning with…
Subtraction games are a class of impartial combinatorial games whose positions correspond to nonnegative integers and whose moves correspond to subtracting one of a fixed set of numbers from the current position. Though they are easy to…
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…
Recent successes of game-theoretic formulations in ML have caused a resurgence of research interest in differentiable games. Overwhelmingly, that research focuses on methods and upper bounds on their speed of convergence. In this work, we…
Can there be independent higher level laws of nature if everything is reducible to the fundamental laws of physics? The computer science notion of level of abstraction explains why there can -- illustrating how computational thinking can…
We report on progress in modelling and solving Puzznic, a video game requiring the player to plan sequences of moves to clear a grid by matching blocks. We focus here on levels with no moving blocks. We compare a planning approach and three…
Game semantics aim at describing the interactive behaviour of proofs by interpreting formulas as games on which proofs induce strategies. In this article, we introduce a game semantics for a fragment of first order propositional logic. One…
When a prediction algorithm serves a collection of users, disparities in prediction quality are likely to emerge. If users respond to accurate predictions by increasing engagement, inviting friends, or adopting trends, repeated learning…
Word ambiguity removal is a task of removing ambiguity from a word, i.e. correct sense of word is identified from ambiguous sentences. This paper describes a model that uses Part of Speech tagger and three categories for word sense…
Search-based procedural content generation (PCG) is a well-known method for level generation in games. Its key advantage is that it is generic and able to satisfy functional constraints. However, due to the heavy computational costs to run…
We present Word2Minecraft, a system that leverages large language models to generate playable game levels in Minecraft based on structured stories. The system transforms narrative elements-such as protagonist goals, antagonist challenges,…
We study the effectiveness of iterated elimination of strictly-dominated actions in random games. We show that dominance solvability of games is vanishingly small as the number of at least one player's actions grows. Furthermore,…
This paper presents the 4E conceptual model, developed to formally analyze investigation games from a game design perspective. The model encompasses four components: Exploration, Elicitation, Experimentation, and Evaluation. Grounded Theory…
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…
In this article, we present an experimental approach to using parameterized Generative Adversarial Networks (GANs) to produce levels for the puzzle game Lily's Garden. We extract two condition vectors from the real levels in an effort to…
A high-quality content analysis is essential for retrieval functionalities but the manual extraction of key phrases and classification is expensive. Natural language processing provides a framework to automatize the process. Here, a…