Related papers: Winning Wordle Wisely
The Connections puzzle published each day by the New York Times tasks players with dividing a bank of sixteen words into four groups of four words that each relate to a common theme. Solving the puzzle requires both common linguistic…
The objective of ontologies is to increase the compression of a given domain by eliminating interpretation problems. Among kinds of ontologies are linguistics ontologies which are ontologies used to simplify the interface between domain…
It is well known that in games with imperfect information, such as poker, bluffing with some probability can be a component of the optimal strategy. However, as far as we know, nobody has ever exhibited a Scrabble position in which the…
We develop a model of wishful thinking that incorporates the costs and benefits of biased beliefs. We establish the connection between distorted beliefs and risk, revealing how wishful thinking can be understood in terms of risk measures.…
A $p$-beauty contest is a wide class of games of guessing the most popular strategy among other players. In particular, guessing a fraction of a mean of numbers chosen by all players is a classic behavioral experiment designed to test…
Prediction is a complex notion, and different predictors (such as people, computer programs, and probabilistic theories) can pursue very different goals. In this paper I will review some popular kinds of prediction and argue that the theory…
We provide a learning-based technique for guessing a winning strategy in a parity game originating from an LTL synthesis problem. A cheaply obtained guess can be useful in several applications. Not only can the guessed strategy be applied…
In a game where both contestants have perfect information, there is a strict limit on how perfect that information can be. By contrast, when one player is deprived of all information, the limit on the other player's information disappears,…
We propose a two-agent game wherein a questioner must be able to conjure discerning questions between sentences, incorporate responses from an answerer, and keep track of a hypothesis state. The questioner must be able to understand the…
In this article, we look at a hat-guessing game, in which each player must guess the color of their own hat while only seeing the hats of the other players. We focus on the case of two hat colors and a countably infinite number of players.…
The act of bluffing confounds game designers to this day. The very nature of bluffing is even open for debate, adding further complication to the process of creating intelligent virtual players that can bluff, and hence play, realistically.…
Detecting persuasion in argumentative text is a challenging task with important implications for understanding human communication. This work investigates the role of persuasion strategies - such as Attack on reputation, Distraction, and…
Get 'em Moles! is a single-player educational game inspired by the classic arcade game Whac-A-Mole. Primarily designed for touchscreen devices, Get 'em Moles! aims to teach English spelling and pronunciation through engaging game play. This…
In this paper, we are going to find meaning of words based on distinct situations. Word Sense Disambiguation is used to find meaning of words based on live contexts using supervised and unsupervised approaches. Unsupervised approaches use…
Riddle-solving requires advanced reasoning skills, pushing LLMs to engage in abstract thinking and creative problem-solving, often revealing limitations in their cognitive abilities. In this paper, we examine the riddle-solving capabilities…
The Werewolf game is a social deduction game based on free natural language communication, in which players try to deceive others in order to survive. An important feature of this game is that a large portion of the conversations are false…
This article seeks to encourage a mathematical dialog regarding a possible solution to Beals Conjecture. It breaks down one of the worlds most difficult math problems into laymans terms and encourages people to question some of the most…
Recently, we had to realize that more and more game theoretical articles have been published in peer-reviewed journals with severe logical deficiencies. In particular, we observed that the indirect proof was not applied correctly. These…
More and more learning apps like Duolingo are using some form of gamification (e.g., badges, points, and leaderboards) to enhance user learning. However, they are not always successful. Gamification misuse is a phenomenon that occurs when…
We study textual autocomplete---the task of predicting a full sentence from a partial sentence---as a human-machine communication game. Specifically, we consider three competing goals for effective communication: use as few tokens as…