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From Language Games to Drawing Games

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 Publication date 2020
and research's language is English




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We attempt to automate various artistic processes by inventing a set of drawing games, analogous to the approach taken by emergent language research in inventing communication games. A critical difference is that drawing games demand much less effort from the receiver than do language games. Artists must work with pre-trained viewers who spend little time learning artist specific representational conventions, but who instead have a pre-trained visual system optimized for behaviour in the world by understanding to varying extents the environments visual affordances. After considering various kinds of drawing game we present some preliminary experiments which have generated images by closing the generative-critical loop.



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103 - Jules Hedges 2018
In categorical compositional semantics of natural language one studies functors from a category of grammatical derivations (such as a Lambek pregroup) to a semantic category (such as real vector spaces). We compositionally build game-theoretic semantics of sentences by taking the semantic category to be the category whose morphisms are open games. This requires some modifications to the grammar category to compensate for the failure of open games to form a compact closed category. We illustrate the theory using simple examples of Wittgensteins language-games.
For artificially intelligent learning systems to have widespread applicability in real-world settings, it is important that they be able to operate decentrally. Unfortunately, decentralized control is difficult -- computing even an epsilon-optimal joint policy is a NEXP complete problem. Nevertheless, a recently rediscovered insight -- that a team of agents can coordinate via common knowledge -- has given rise to algorithms capable of finding optimal joint policies in small common-payoff games. The Bayesian action decoder (BAD) leverages this insight and deep reinforcement learning to scale to games as large as two-player Hanabi. However, the approximations it uses to do so prevent it from discovering optimal joint policies even in games small enough to brute force optimal solutions. This work proposes CAPI, a novel algorithm which, like BAD, combines common knowledge with deep reinforcement learning. However, unlike BAD, CAPI prioritizes the propensity to discover optimal joint policies over scalability. While this choice precludes CAPI from scaling to games as large as Hanabi, empirical results demonstrate that, on the games to which CAPI does scale, it is capable of discovering optimal joint policies even when other modern multi-agent reinforcement learning algorithms are unable to do so. Code is available at https://github.com/ssokota/capi .
We study an information-structure design problem (a.k.a. persuasion) with a single sender and multiple receivers with actions of a priori unknown types, independently drawn from action-specific marginal distributions. As in the standard Bayesian persuasion model, the sender has access to additional information regarding the action types, which she can exploit when committing to a (noisy) signaling scheme through which she sends a private signal to each receiver. The novelty of our model is in considering the case where the receivers interact in a sequential game with imperfect information, with utilities depending on the game outcome and the realized action types. After formalizing the notions of ex ante and ex interim persuasiveness (which differ in the time at which the receivers commit to following the senders signaling scheme), we investigate the continuous optimization problem of computing a signaling scheme which maximizes the senders expected revenue. We show that computing an optimal ex ante persuasive signaling scheme is NP-hard when there are three or more receivers. In contrast with previous hardness results for ex interim persuasion, we show that, for games with two receivers, an optimal ex ante persuasive signaling scheme can be computed in polynomial time thanks to a novel algorithm based on the ellipsoid method which we propose.
We study the problem of adversarial language games, in which multiple agents with conflicting goals compete with each other via natural language interactions. While adversarial language games are ubiquitous in human activities, little attention has been devoted to this field in natural language processing. In this work, we propose a challenging adversarial language game called Adversarial Taboo as an example, in which an attacker and a defender compete around a target word. The attacker is tasked with inducing the defender to utter the target word invisible to the defender, while the defender is tasked with detecting the target word before being induced by the attacker. In Adversarial Taboo, a successful attacker must hide its intention and subtly induce the defender, while a competitive defender must be cautious with its utterances and infer the intention of the attacker. Such language abilities can facilitate many important downstream NLP tasks. To instantiate the game, we create a game environment and a competition platform. Comprehensive experiments and empirical studies on several baseline attack and defense strategies show promising and interesting results. Based on the analysis on the game and experiments, we discuss multiple promising directions for future research.
We present some categorical investigations into Wittgensteins language-games, with applications to game-theoretic pragmatics and question-answering in natural language processing.

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