Related papers: Automatically Detecting Amusing Games in Wordle
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…
The paper proposes a framework that combines behavioral and computational experiments employing fictional prompts as a novel tool for investigating cultural artifacts and social biases in storytelling both by humans and generative AI. The…
Evaluating humor in large language models (LLMs) is an open challenge because existing approaches yield isolated, incomparable metrics rather than unified model rankings, making it difficult to track progress across systems. We introduce…
This paper investigates multimodal agents, in particular, OpenAI's Computer-User Agent (CUA), trained to control and complete tasks through a standard computer interface, similar to humans. We evaluated the agent's performance on the New…
We present a new dataset containing 10K human-annotated games of Go and show how these natural language annotations can be used as a tool for model interpretability. Given a board state and its associated comment, our approach uses linear…
Games have always been a popular test bed for artificial intelligence techniques. Game developers are always in constant search for techniques that can automatically create computer games minimizing the developer's task. In this work we…
Large Language Models (LLMs) have recently emerged as powerful tools for natural language generation, with applications spanning from content creation to social simulations. Their ability to mimic human interactions raises both…
Language models like OpenAI's Generative Pre-Trained Transformers (GPT-2/3) capture the long-term correlations needed to generate text in a variety of domains (such as language translators) and recently in gameplay (chess, Go, and…
Automatic systems are increasingly used to assess the originality of responses in creative tasks. They offer a potential solution to key limitations of human assessment (cost, fatigue, and subjectivity), but there is preliminary evidence of…
Let's Plays of video games represent a relatively unexplored area for experimental AI in games. In this short paper, we discuss an approach to generate automated commentary for Let's Play videos, drawing on convolutional deep neural…
This paper focuses on procedurally generating rules and communicating them to players to adjust the difficulty. This is part of a larger project to collect and adapt games in educational games for young children using a digital puzzle game…
We demonstrate that users may be prone to place an inordinate amount of trust in black box algorithms that are framed as intelligent. We deploy an algorithm that purportedly assesses the positivity and negativity of a users' writing…
The popularity of computer games is remarkably high and is still growing every year. Despite this popularity and the economical importance of gaming, research in game design, or to be more precise, of game mechanics that can be used to…
How predictable a word is can be quantified in two ways: using human responses to the cloze task or using probabilities from language models (LMs).When used as predictors of processing effort, LM probabilities outperform probabilities…
In this paper, we give a formal definition of the popular word-guessing game Wordle. We show that, in general, determining if a given Wordle instance admits a winning strategy is NP-complete. We also show that given a Wordle instance of…
Common problems in playing online mobile and computer games were related to toxic behavior and abusive communication among players. Based on different reports and studies, the study also discusses the impact of online hate speech and…
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…
Creativity is a fundamental skill of human cognition. We use textual forma mentis networks (TFMN) to extract network (semantic/syntactic associations) and emotional features from approximately one thousand human- and GPT3.5-generated…
Being able to recognize emotions in human users is considered a highly desirable trait in Human-Robot Interaction (HRI) scenarios. However, most contemporary approaches rarely attempt to apply recognized emotional features in an active…
When conflicts escalate, is it due to what is said or how it is said? In the conflict literature, two theoretical approaches take opposing views: one focuses on the content of the disagreement, while the other focuses on how it is…