Related papers: Wordle is NP-hard
"Solitaire Chess" is a logic puzzle published by Thinkfun, that can be seen as a single person version of traditional chess. Given a chess board with some chess pieces of the same color placed on it, the task is to capture all pieces but…
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…
Mastermind game is a two players zero sum game of imperfect information. The first player, called codemaker, chooses a secret code and the second player, called codebreaker, tries to break the secret code by making as few guesses as…
Naming game simulates the process of naming an object by a single word, in which a population of communicating agents can reach global consensus asymptotically through iteratively pair-wise conversations. We propose an extension of the…
This paper presents a new model for word sense disambiguation formulated in terms of evolutionary game theory, where each word to be disambiguated is represented as a node on a graph whose edges represent word relations and senses are…
Cryptic crossword clues are challenging language tasks for which new test sets are released daily by major newspapers on a global basis. Each cryptic clue contains both the definition of the answer to be placed in the crossword grid (in…
Boolean games are an expressive and natural formalism through which to investigate problems of strategic interaction in multiagent systems. Although they have been widely studied, almost all previous work on Nash equilibria in Boolean games…
We prove computational intractability of variants of checkers: (1) deciding whether there is a move that forces the other player to win in one move is NP-complete; (2) checkers where players must always be able to jump on their turn is…
A pattern p (i.e., a string of variables and terminals) matches a word w, if w can be obtained by uniformly replacing the variables of p by terminal words. The respective matching problem, i.e., deciding whether or not a given pattern…
We investigate certain word-construction games with variable turn orders. In these games, Alice and Bob take turns on choosing consecutive letters of a word of fixed length, with Alice winning if the result lies in a predetermined target…
Many popular puzzle and matching games have been analyzed through the lens of computational complexity. Prominent examples include Sudoku, Candy Crush, and Flood-It. A common theme among these widely played games is that their generalized…
Word Sense Disambiguation (WSD) is one of the hardest tasks in natural language understanding and knowledge engineering. The glass ceiling of 80% F1 score is recently achieved through supervised deep-learning, enriched by a variety of…
Word Break is a prototypical factorization problem in string processing: Given a word $w$ of length $N$ and a dictionary $\mathcal{D} = \{d_1, d_2, \ldots, d_{K}\}$ of $K$ strings, determine whether we can partition $w$ into words from…
The automatic evaluation of LLM-based agent intelligence is critical in developing advanced LLM-based agents. Although considerable effort has been devoted to developing human-annotated evaluation datasets, such as AlpacaEval, existing…
The \v{C}ern\'y conjecture states that every $n$-state synchronizing automaton has a reset word of length at most $(n-1)^2$. We study the hardness of finding short reset words. It is known that the exact version of the problem, i.e.,…
Riddles are concise linguistic puzzles that describe an object or idea through indirect, figurative, or playful clues. They are a longstanding form of creative expression, requiring the solver to interpret hints, recognize patterns, and…
The subword complexity of a finite word $w$ of length $N$ is a function which associates to each $n\le N$ the number of all distinct subwords of $w$ having the length $n$. We define the \emph{maximal complexity} C(w) as the maximum of the…
We study the problem of deciding the winner of reachability switching games for zero-, one-, and two-player variants. Switching games provide a deterministic analogue of stochastic games. We show that the zero-player case is NL-hard, the…
Cryptic crosswords, the dominant crossword variety in the UK, are a promising target for advancing NLP systems that seek to process semantically complex, highly compositional language. Cryptic clues read like fluent natural language but are…
This paper describes the National Research Council (NRC) Word Sense Disambiguation (WSD) system, as applied to the English Lexical Sample (ELS) task in Senseval-3. The NRC system approaches WSD as a classical supervised machine learning…