Planning, Inference and Pragmatics in Sequential Language Games
Summary
The paper models how people talk in cooperative games where each partner holds hidden information. To win, a player must reason about three things. It must guess what the partner knows from their messages (inference). It must pick messages with future turns in mind (planning). It must account for the fact that the partner is also reasoning strategically (pragmatics).
The authors built a game called InfoJigsaw to study this. Two players see a shared grid of shapes, but one sees only the letters on the objects and the other sees only the digits. They exchange messages of at most two English words until one of them clicks on the object matching a target letter–digit pair. Pairs of Amazon Mechanical Turk workers played the game.
The proposed model, PIP, links the three kinds of reasoning through a two-dimensional system of recurrences. These rest on a plain, context-independent literal semantics, and the model has only four (hyper)parameters. PIP predicts human moves better than a baseline that maximizes per-turn information and better than its own ablations. The paper shows that rich, context-dependent meaning can arise from simple word meanings combined with explicit strategic reasoning.
Key points
- Corpus: 200 player pairs started and 168 completed all 10 scenarios, giving 1680 games and 4967 actions. The mean score was 7.5 correct clicks per 10 games, and performance did not improve across rounds.
- Filtering: games were kept only if every message contained "yes"/"no" or one of the top 12 words by frequency, which together cover 73% of tokens. This left 1259 games.
- Scenario design: grids were 2×3 or 3×2, with color and shape public and letter and digit private. Clicking on the first turn was not allowed.
- Main results: PIP achieves higher log-likelihood than the information-maximizing baseline. It also beats ablations that remove planning or pragmatics.
- Inference ablation: a version that forgets the distant past does better on short games, while full PIP wins on longer games.
Cited by
- Pragmatics in Language Grounding: Phenomena, Tasks, and Modeling Approaches
- Modeling Cross-Cultural Pragmatic Inference with Codenames Duet
Cite
@article{khani2018planning,
title = {{Planning, Inference and Pragmatics in Sequential Language Games}},
author = {Khani, Fereshte and Goodman, Noah D. and Liang, Percy},
journal = {Transactions of the Association for Computational Linguistics},
year = {2018},
doi = {10.1162/tacl\_a\_00037},
eprint = {1805.11774},
archivePrefix = {arXiv},
url = {https://doi.org/10.1162/tacl_a_00037}
}References
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