Related papers: A Good Snowman is Hard to Plan
Large Language Models (LLMs) are powerful tools, capable of leveraging their training on natural language to write stories, generate code, and answer questions. But can they generate functional video game levels? Game levels, with their…
This paper describes diff-SAT, an Answer Set and SAT solver which combines regular solving with the capability to use probabilistic clauses, facts and rules, and to sample an optimal world-view (multiset of satisfying Boolean variable…
Stackelberg games (SGs) constitute the most fundamental and acclaimed models of strategic interactions involving some form of commitment. Moreover, they form the basis of more elaborate models of this kind, such as, e.g., Bayesian…
Large language models (LLMs) have demonstrated solid zero-shot reasoning capabilities, which is reflected in their performance on the current test tasks. This calls for a more challenging benchmark requiring highly advanced reasoning…
Personalized gamification explores knowledge about the users to tailor gamification designs to improve one-size-fits-all gamification. The tailoring process should simultaneously consider user and contextual characteristics (e.g., activity…
Prior work has combined chain-of-thought prompting in large language models (LLMs) with programmatic representations to perform effective and transparent reasoning. While such an approach works well for tasks that only require forward…
This paper considers a reach-avoid differential game in three-dimensional space with four equal-speed players. A plane divides the game space into a play subspace and a goal subspace. The evader aims at entering the goal subspace while…
Effective planning is essential for the success of any task, from organizing a vacation to routing autonomous vehicles and developing corporate strategies. It involves setting goals, formulating plans, and allocating resources to achieve…
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…
Large language models (LLMs) excel at many supervised tasks but often struggle with structured reasoning in unfamiliar settings. This discrepancy suggests that standard fine-tuning pipelines may instill narrow, domain-specific heuristics…
In the standard setting of approachability there are two players and a target set. The players play repeatedly a known vector-valued game where the first player wants to have the average vector-valued payoff converge to the target set which…
Accurate estimates of item difficulty are essential for valid assessment and effective adaptive learning. However, for newly created tasks, response data are typically unavailable. Pretesting and expert judgement can be costly and slow,…
One way to increase confidence in the outputs of Large Language Models (LLMs) is to support them with reasoning that is clear and easy to check -- a property we call legibility. We study legibility in the context of solving grade-school…
Humans learn by interacting with their environments and perceiving the outcomes of their actions. A landmark in artificial intelligence has been the development of deep reinforcement learning (dRL) algorithms capable of doing the same in…
Recently, due to the widespread diffusion of smart-phones, mobile puzzle games have experienced a huge increase in their popularity. A successful puzzle has to be both captivating and challenging, and it has been suggested that this…
Asymmetric self-play has emerged as a promising paradigm for post-training large language models, where a teacher continually generates questions for a student to solve at the edge of the student's learnability. Although these methods…
Humans rapidly learn abstract knowledge when encountering novel environments and flexibly deploy this knowledge to guide efficient and intelligent action. Can modern AI systems learn and plan in a similar way? We study this question using a…
Applying deep learning to solve real-life instances of hard combinatorial problems has tremendous potential. Research in this direction has focused on the Boolean satisfiability (SAT) problem, both because of its theoretical centrality and…
Accurate estimation of item (question or task) difficulty is critical for educational assessment but suffers from the cold start problem. While Large Language Models demonstrate superhuman problem-solving capabilities, it remains an open…
We argue that 3-D first-person video games are a challenging environment for real-time multi-modal reasoning. We first describe our dataset of human game-play, collected across a large variety of 3-D first-person games, which is both…