This thesis addresses the problem of grounding linguistic analysis in control applica-tions, such as automated maintenance of computers and game playing. We assume access to natural language documents that describe the desired behavior of a con-trol algorithm, either via explicit step-by-step instructions, via high-level strategy advice, or by specifying the dynamics of the control domain. Our goal is to develop techniques for automatically interpreting such documents, and leveraging the textual information to effectively guide control actions. We show that in this setting, langauge analysis can be learnt effectively via feed-back signals inherent to the control application, obviating the need for manual anno-tations. Moreover we demonstrat...
Explicit and declarative representation of control knowledge and well-structured knowledge bases are...
This paper describes OTTHO (On the Tip of my THOught), a system designed for solving a language game...
In game development, the maximum number of game design iterations determines the achievable quality....
This paper presents a novel approach for lever-aging automatically extracted textual knowl-edge to i...
There is considerable interest in the prospect of controlling computer games in natural language, as...
In this paper we present a view of natural language generation in which the control structure of the...
We present an engine for text adventures -- computer games with which the player interacts using nat...
The automatic production of Natural Language instructions, i.e. those suitable for use by humans, ha...
Abstract — In this paper we discuss, within the context of artificial assistants performing everyday...
Text-based games (TGs) are language-based interactive environments for reinforcement learning. While...
In this paper, we consider the task of learn-ing control policies for text-based games. In these gam...
This work was also published as a Rice University thesis/dissertation: http://hdl.handle.net/1911/16...
This paper presents an integrated system for generating, troubleshooting, and executing correct-by-c...
A computer game’s artificial intelligence is often scripted using a domain-specific language designe...
Transformer language models have made tremendous strides in natural language understanding tasks. Ho...
Explicit and declarative representation of control knowledge and well-structured knowledge bases are...
This paper describes OTTHO (On the Tip of my THOught), a system designed for solving a language game...
In game development, the maximum number of game design iterations determines the achievable quality....
This paper presents a novel approach for lever-aging automatically extracted textual knowl-edge to i...
There is considerable interest in the prospect of controlling computer games in natural language, as...
In this paper we present a view of natural language generation in which the control structure of the...
We present an engine for text adventures -- computer games with which the player interacts using nat...
The automatic production of Natural Language instructions, i.e. those suitable for use by humans, ha...
Abstract — In this paper we discuss, within the context of artificial assistants performing everyday...
Text-based games (TGs) are language-based interactive environments for reinforcement learning. While...
In this paper, we consider the task of learn-ing control policies for text-based games. In these gam...
This work was also published as a Rice University thesis/dissertation: http://hdl.handle.net/1911/16...
This paper presents an integrated system for generating, troubleshooting, and executing correct-by-c...
A computer game’s artificial intelligence is often scripted using a domain-specific language designe...
Transformer language models have made tremendous strides in natural language understanding tasks. Ho...
Explicit and declarative representation of control knowledge and well-structured knowledge bases are...
This paper describes OTTHO (On the Tip of my THOught), a system designed for solving a language game...
In game development, the maximum number of game design iterations determines the achievable quality....