Related papers: Interactive Fiction Game Playing as Multi-Paragrap…
Human-to-human conversation is not just talking and listening. It is an incremental process where participants continually establish a common understanding to rule out misunderstandings. Current language understanding methods for…
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…
Reading strategies have been shown to improve comprehension levels, especially for readers lacking adequate prior knowledge. Just as the process of knowledge accumulation is time-consuming for human readers, it is resource-demanding to…
Learning to communicate through interaction, rather than relying on explicit supervision, is often considered a prerequisite for developing a general AI. We study a setting where two agents engage in playing a referential game and, from…
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…
We introduce STORY2GAME, a novel approach to using Large Language Models to generate text-based interactive fiction games that starts by generating a story, populates the world, and builds the code for actions in a game engine that enables…
Recent research has highlighted the significance of natural language in enhancing the controllability of generative models. While various efforts have been made to leverage natural language for content generation, research on deep…
WHAT-IF -- Writing a Hero's Alternate Timeline through Interactive Fiction -- is a system that uses zero-shot meta-prompting to create branching narratives from a prewritten story. Played as an interactive fiction (IF) game, WHAT-IF lets…
We introduce a new language learning setting relevant to building adaptive natural language interfaces. It is inspired by Wittgenstein's language games: a human wishes to accomplish some task (e.g., achieving a certain configuration of…
Text-based games are a popular testbed for language-based reinforcement learning (RL). In previous work, deep Q-learning is commonly used as the learning agent. Q-learning algorithms are challenging to apply to complex real-world domains…
Interacting with human agents in complex scenarios presents a significant challenge for robotic navigation, particularly in environments that necessitate both collision avoidance and collaborative interaction, such as indoor spaces. Unlike…
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…
Imaginative play is an area of creativity that could allow robots to engage with the world around them in a much more personified way. Imaginary play can be seen as taking real objects and locations and using them as imaginary objects and…
Many Machine Reading and Natural Language Understanding tasks require reading supporting text in order to answer questions. For example, in Question Answering, the supporting text can be newswire or Wikipedia articles; in Natural Language…
Vision-language models (VLMs) have shown impressive capabilities in perceptual tasks, yet they degrade in complex multi-hop reasoning under multiplayer game settings with imperfect and deceptive information. In this paper, we study a…
Building intelligent agents that can communicate with and learn from humans in natural language is of great value. Supervised language learning is limited by the ability of capturing mainly the statistics of training data, and is hardly…
To build agents that can collaborate effectively with others, recent research has trained artificial agents to communicate with each other in Lewis-style referential games. However, this often leads to successful but uninterpretable…
This is an introduction to Game Semantics based on some lecture notes given at the CLiCS II summer school in Cambridge in 1995. We will focus on the recent (1994) work on Game semantics, which has led to some striking advances in the Full…
Reinforcement learning techniques successfully generate convincing agent behaviors, but it is still difficult to tailor the behavior to align with a user's specific preferences. What is missing is a communication method for the system to…
In this article, we present a new machine learning model by imitation based on the linguistic description of complex phenomena. The idea consists of, first, capturing the behaviour of human players by creating a computational perception…