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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.
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 semant
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 jo
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 pers
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 b
We present some categorical investigations into Wittgensteins language-games, with applications to game-theoretic pragmatics and question-answering in natural language processing.