Related papers: From Language Games to Drawing Games
This entry introduces educational games in secondary schools. Educational games include three main types of educational activities with a playful learning intention supported by digital technologies: educational serious games, educational…
Artistic work leveraging Machine Learning techniques is an increasingly popular endeavour for those with a creative lean. However, most work is done in a single domain: text, images, music, etc. In this work, I design a system for a machine…
Games research and industry have developed a solid understanding of how to design engaging, playful experiences that draws players in for hours and causes them to lose their sense of time. While these designs can provide enjoyable…
Sketches are a medium to convey a visual scene from an individual's creative perspective. The addition of color substantially enhances the overall expressivity of a sketch. This paper proposes two methods to mimic human-drawn colored…
Large language models (LLMs) have made tremendous progress in natural language understanding and they have also been successfully adopted in other domains such as computer vision, robotics, reinforcement learning, etc. In this work, we…
Sketches have been used to conceptualise and depict visual objects from pre-historic times. Sketch research has flourished in the past decade, particularly with the proliferation of touchscreen devices. Much of the utilisation of sketch has…
What does learning to model relationships between strings teach large language models (LLMs) about the visual world? We systematically evaluate LLMs' abilities to generate and recognize an assortment of visual concepts of increasing…
Although explainable computational creativity seeks to create and sustain computational models of creativity that foster a collaboratively creative process through explainability, there remains little to no work in supporting designers when…
Can we derive computational metrics to quantify visual creativity in drawings across intelligent agents, while accounting for inherent differences in technical skill and style? To answer this, we curate a novel dataset consisting of 1338…
The use of generative AI in education is a controversial topic. Current technology offers the potential to create educational content from text, speech, to images based on simple input prompts. This can enhance productivity by summarizing…
Algorithms that generate computer game content require game design knowledge. We present an approach to automatically learn game design knowledge for level design from gameplay videos. We further demonstrate how the acquired design…
Guessing games are a prototypical instance of the "learning by interacting" paradigm. This work investigates how well an artificial agent can benefit from playing guessing games when later asked to perform on novel NLP downstream tasks such…
Game Logic is an excellent setting to study proofs-about-programs via the interpretation of those proofs as programs, because constructive proofs for games correspond to effective winning strategies to follow in response to the opponent's…
We present an approach to generate novel computer game levels that blend different game concepts in an unsupervised fashion. Our primary contribution is an analogical reasoning process to construct blends between level design models learned…
The note is devoted to an interactive game theoretic formalization of dialogues as psycholinguistic phenomena and the unraveling of a hidden dialogue structure of 2-person differential interactive games. In the field-theoretic description…
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…
We design a suite of minimal algorithmic tasks that are a loose abstraction of open-ended real-world tasks. This allows us to cleanly and controllably quantify the creative limits of the present-day language model. Much like real-world…
We improve the informativeness of models for conditional text generation using techniques from computational pragmatics. These techniques formulate language production as a game between speakers and listeners, in which a speaker should…
Reasoning is not just about solving problems -- it is also about evaluating which problems are worth solving at all. Evaluations of artificial intelligence (AI) systems primarily focused on problem solving, historically by studying how…
We propose the study of mathematical ludology, which aims to formally interrogate questions of interest to game studies and game design in particular. The goal is to extend our mathematical understanding of complex games beyond…