Learning and playing in wubble world

Wesley Kerr, Paul Cohen, Yu Han Chang

Research output: Chapter in Book/Report/Conference proceedingConference contribution

7 Scopus citations

Abstract

Children do not learn the meanings of words from parsing and understanding gigabytes of text; instead meanings are learned from competent speakers who relate language to what's happening in the child's environment. We present a word learning algorithm that operates in a video game environment where the players fill the role of the competent speakers and train softbots to learn language as a child would. We provide empirical evidence that the word learning algorithm successfully learns the meanings for some words in this environment and the children enjoy playing the game.

Original languageEnglish (US)
Title of host publicationProceedings of the 4th Artificial Intelligence and Interactive Digital Entertainment Conference, AIIDE 2008
Pages66-71
Number of pages6
StatePublished - Dec 1 2008
Event4th Artificial Intelligence and Interactive Digital Entertainment Conference,AIIDE 2008 - Stanford, CA, United States
Duration: Oct 22 2008Oct 24 2008

Publication series

NameProceedings of the 4th Artificial Intelligence and Interactive Digital Entertainment Conference, AIIDE 2008

Other

Other4th Artificial Intelligence and Interactive Digital Entertainment Conference,AIIDE 2008
CountryUnited States
CityStanford, CA
Period10/22/0810/24/08

ASJC Scopus subject areas

  • Artificial Intelligence
  • Visual Arts and Performing Arts

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    Kerr, W., Cohen, P., & Chang, Y. H. (2008). Learning and playing in wubble world. In Proceedings of the 4th Artificial Intelligence and Interactive Digital Entertainment Conference, AIIDE 2008 (pp. 66-71). (Proceedings of the 4th Artificial Intelligence and Interactive Digital Entertainment Conference, AIIDE 2008).