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Recent work (Xu et al., 2020) has suggested that numeral systems in different languages are shaped by a functional need for efficient communication in an information-theoretic sense. Here we take a learning-theoretic approach and show how…
We consider a card guessing game with complete feedback. A ordered deck of n cards labeled 1 up to n is riffle-shuffled exactly one time. Then, the goal of the game is to maximize the number of correct guesses of the cards, where one after…
Literacy, or the ability to read and write, is a crucial indicator of success in life and greater society. It is estimated that 85% of people in juvenile delinquent systems cannot adequately read or write, that more than half of those with…
Several variations of hat guessing games have been popularly discussed in recreational mathematics. In a typical hat guessing game, after initially coordinating a strategy, each of $n$ players is assigned a hat from a given color set.…
Workers spend a significant amount of time learning how to make good decisions. Evaluating the efficacy of a given decision, however, can be complicated -- e.g., decision outcomes are often long-term and relate to the original decision in…
Mastermind is in essence a search problem in which a string of symbols that is kept secret must be found by sequentially playing strings that use the same alphabet, and using the responses that indicate how close are those other strings to…
Decoding strategies play a pivotal role in text generation for modern language models, yet a puzzling gap divides theory and practice. Surprisingly, strategies that should intuitively be optimal, such as Maximum a Posteriori (MAP), often…
Boggle logic puzzles are based on the popular word game Boggle, where you are given list of words, and your goal is to recreate a Boggle board. In this paper we give an overview of known results and then propose a number of problems related…
When learning a second language (L2), one of the most important but tedious components that often demoralizes students with its ineffectiveness and inefficiency is vocabulary acquisition, or more simply put, memorizing words. In light of…
Reward learning enables the application of reinforcement learning (RL) to tasks where reward is defined by human judgment, building a model of reward by asking humans questions. Most work on reward learning has used simulated environments,…
Reachability games are two-player games played on a graph, where the objective of $\texttt{REACH}$ player is to reach the target set whereas the objective of $\texttt{SAFE}$ player is to stay away from the target set. Reachability games…
Learning to read words aloud is a major step towards becoming a reader. Many children struggle with the task because of the inconsistencies of English spelling-sound correspondences. Curricula vary enormously in how these patterns are…
Children can use the statistical regularities of their environment to learn word meanings, a mechanism known as cross-situational learning. We take a computational approach to investigate how the information present during each observation…
Word complexity is defined in a number of different ways. Psycholinguistic, morphological and lexical proxies are often used. Human ratings are also used. The problem here is that these proxies do not measure complexity directly, and human…
The emergence of large language models (LLMs) has spurred economists to study how humans and LLMs behave in strategic settings. We organized a series of round-robin tournaments in the Colonel Blotto game. This game attracts game theorists'…
Crossword puzzles are popular word games that require not only a large vocabulary, but also a broad knowledge of topics. Answering each clue is a natural language task on its own as many clues contain nuances, puns, or counter-intuitive…
English speakers use probabilistic phrases such as likely to communicate information about the probability or likelihood of events. Communication is successful to the extent that the listener grasps what the speaker means to convey and, if…
We study the class of word-building games, where two players pick letters from a finite alphabet to construct a finite or infinite word. The outcome is determined by whether the resulting word lies in a prescribed set (a win for player $A$)…
Language learners must learn the meanings of many thousands of words, despite those words occurring in complex environments in which infinitely many meanings might be inferred by the learner as a word's true meaning. This problem of…
We define a new strategy for population games based on techniques from machine learning and statistical inference that is essentially uninvadable and can successfully invade (significantly more likely than a neutral mutant) essentially all…