REVIEW 3 major objections 4 minor 56 references
Generation and Evaluation in the Human Invention Process through the Lens of Game Design
T0 review · 3 major / 4 minor · reviewed 2026-08-06 · deepseek-v4-flash
Pith's one-line read People invent games by mentally simulating how fun they would be, not just by recombining what they have seen.
desk verdict Genuinely useful dataset and pipeline, but the headline MaxEnt model comparison is circular—human games are in the normalization set and θ is fit and tested on the same data—so the central quantitative claim does not hold as reported. read the letter →
The pith
A machine-rendered reading of the paper's core claim, the machinery that carries it, and where it could break.
The reading
What carries the argument
The load-bearing object is the MaxEnt generative model over Ludax programs, a domain-specific language that expresses two-player, perfect-information grid games as simulable environments. Games are formalized from natural language by a code language model; $P_{\text{base}}$ is the average token log probability of a game's Ludax program conditioned on the context games; and $U_{\text{sim}}$ is the funness estimate obtained by simulating play with the Intuitive Gamer model, a fast, goal-directed heuristic model of novice play, and combining readouts of balance, challenge, and length. The single weight $\theta$ controls how much simulated funness shapes generation, and its fitted value of 5.7 carries the argument. The normalization over the intractable space of games is approximated by sampling 1000 Ludax games plus the 121 original games.
What would settle it
Score $U_{\text{sim}}$'s predicted funness against actual human funness ratings for a held-out set of shape-completion and multi-condition games; if the correlation collapses for games outside the original class, the positive $\theta$ becomes an artifact of an invalid metric. Alternatively, run the invention task under time pressure or a concurrent memory load: if the simulated-funness advantage and large positive $\theta$ disappear while recombination stays constant, the evaluation-stage claim is supported; if games remain just as fun, the account fails.
Extended reading notes
Core claim
The central claim is that people's invented games are best described by a two-stage generative process: first propose a game by sampling from a distribution conditioned on the games one has seen, then evaluate the proposal by simulating novice play and keeping games that are predicted to be fun. Concretely, the authors define a MaxEnt scoring function $f(g_i;\theta) = \log P_{\text{base}}(g_i) + \theta \cdot U_{\text{sim}}(g_i)$, where $P_{\text{base}}$ comes from token probabilities of a language model conditioned on the seen context games and $U_{\text{sim}}$ is a funness score derived from Intuitive Gamer model simulations (balance, challenge, and length readouts). Fitting $\theta$ on the human data gives $\hat{\theta}=5.7$, and the two-stage model fits significantly better than the proposal-only model ($\theta=0$), reported as $\chi^2=214.6$, $p<0.0001$. The paper also reports that human-created games score higher in simulated funness than either the 121 context games or randomly sampled Ludax games, even though they are no more likely under the proposal distribution.
Load-bearing premise
The argument assumes that the Intuitive Gamer funness score, which was fit to ratings of the original 121 games, remains a valid measure of fun for the wider class of games people invented, including shape-completion goals and logical combinations of conditions; the supplement concedes this may not generalize.
Editorial extensions
If this is right
- If people evaluate proposed games by internal simulation, then invention in other rule-based systems, such as laws, protocols, and organizational rules, may likewise depend on the inventor's ability to simulate outcomes rather than merely recombining known templates.
- The fitted $\theta>0$ implies that everyday inventors preferentially produce games that are fun under novice-style play, which predicts that freshly invented games should be judged more fun than the seed games; the paper's follow-up rating study reports exactly this pattern (median funness 59.8 versus 42).
- Because the model works over formalized Ludax programs, the same pipeline can operate at scale on natural language descriptions, allowing open-ended creative datasets to be analyzed computationally instead of requiring hand-coded rule spaces.
- The paper's descriptive finding that longer creation time is associated with games that leave the restricted grammar suggests the two-stage account predicts that more deliberation leads to more novel proposals.
Reading between the lines
- Editorial inference: the two-stage account predicts an intervention the authors do not run — taxing working memory or time during invention should lower the simulated funness of produced games without lowering how much they recombine seen examples.
- Editorial inference: the fitted weight $\theta$ can be read as a price of funness in generation; comparing $\theta$ across different invention domains would test how domain-general this evaluation mechanism is.
- Editorial inference: the presence-only design cannot distinguish blocked simulation from a quick 'sounds fun' linguistic heuristic; a no-simulation control condition would tell them apart.
Editorial analysis
A structured set of objections, weighed in public.
Referee Report
Summary. The paper studies how novice participants invent new grid-based board games after seeing a small set of examples. The authors propose a two-stage cognitive model in which a proposal distribution (approximated by token log-probabilities of formalized game descriptions under a language model) is combined with a model-based evaluation score (U_sim, derived from simulated play under the Intuitive Gamer model). Using a MaxEnt model with a single weight θ, they report that the two-stage model explains the human-created games substantially better than the proposal-only model (χ²=214.6, p<0.0001, θ̂=5.7), and they present descriptive results about context effects and novelty. The manuscript also includes a follow-up human rating study of the created games and a second round of game generation.
Significance. If the central quantitative claim were sound, the paper would offer a valuable computational toolkit for studying open-ended human innovation: it combines large language models for formalization, a domain-specific language for board games, and a cognitively validated model of novice play. The descriptive analyses of context-dependence and novelty are interesting, and the follow-up human ratings provide a useful external check. However, the headline model-comparison result is compromised by two load-bearing methodological issues: the MaxEnt normalization set includes the very games being explained, and the weight θ is fit and significance-tested on the same data. These issues undermine the abstract's central assertion that generated games are best described by a model incorporating population-level model-based estimates of game quality. The problems are fixable through reanalysis, and the paper's own supplementary material already flags the related generalization concern about U_sim.
major comments (3)
- [Model-based likelihood analysis / Implementation details] The normalization set Z(θ) includes the human-created games being modeled. The Implementation details state: 'We include the original 121 games and the subset of people's games that are expressible in Ludax as part of the normalization to cover an approximate space of games.' Including the target games in the background distribution violates the presence-only MaxEnt assumption (Phillips et al., 2006) and inflates the likelihood of the human data, because high-U_sim human games contribute to both numerator and denominator. This is directly load-bearing for the reported χ²=214.6, p<0.0001 advantage of the two-stage model. The analysis should be rerun with a background set that excludes all human-created games, or with a properly held-out partition.
- [Game evaluation using Intuitive Gamer model simulations (U_sim) / Supplement: Games Expressible in the Restricted…] The Intuitive Gamer funness coefficients were fit to the original 121 games, and the Supplement concedes that the model 'does not as well-generalize to games that are more distant from the base set of games.' Because many human-created games involve shape completion or logical composition (e.g., plus-sign, L-shape, 2x2-square goals) outside the validated class, U_sim is an unvalidated predictor for exactly the games that most need evaluation. The paper should validate U_sim on the human-created games using the follow-up human funness ratings (from the 'Human evaluation of the games people made' section) or explicitly restrict the central claim to games within the validated class.
- [Results (Figure 5C)] The model comparison sweeps θ over the same human data used to compute the likelihood and reports χ²=214.6, p<0.0001 for the best-fitting θ. This is not a valid significance test because θ is fit on the same data; the test does not account for the number of θ values examined or for the model selection. A proper evaluation requires cross-validation or an information criterion that penalizes the fitted parameter (e.g., AIC/BIC), or a likelihood-ratio test with the correct degrees of freedom under a null that includes the selection procedure.
minor comments (4)
- [Implementation details] The phrase 'We include the original original 121 games' contains a duplicated word; please remove the repetition.
- [Results] The text refers to 'Table 4' when presenting examples of games with varying base likelihood, but the actual table appears in the Supplement; please label it consistently (e.g., Supplement Table 4) and adjust all cross-references.
- [Abstract / Invented games dataset] The abstract says 'over 450 human created games' while the dataset section reports N=484; please align these numbers for consistency.
- [Model-based likelihood analysis] The choice of L1 regularization coefficient λ=0.1 is not justified; the paper sweeps θ but not λ, and the sensitivity of the results to λ is not reported. Please add a brief sensitivity analysis or citation for the chosen value.
Circularity Check
No significant circularity: the central model comparison is a standard likelihood fit over a fixed proposal density and a fixed, externally validated utility, and the normalization concern is a quadrature approximation rather than a self-definitional reduction.
full rationale
The paper's central claim is supported by a likelihood comparison in which the proposal density P_base is a fixed LLM-scored distribution over Ludax programs and U_sim is a fixed simulation-based utility imported from Collins et al. (2026), an externally validated empirical model of funness ratings; only the scalar weight θ is fitted, by maximizing the same aggregate likelihood used for the model comparison. This is a normal in-sample likelihood fit, not a prediction forced by construction. The reader's concern about including human-created games in the normalization set is not a circular step: the normalization Z(θ) is a Monte Carlo quadrature approximation to the sum over the full space G of possible games, and the observed games are by definition elements of G, so their presence in the quadrature set does not make the likelihood equal to an input or force θ>0. In fact, since human-created games are reported to have high U_sim, their inclusion in the denominator raises Z(θ>0) relative to Z(0), making the reported χ² improvement conservative rather than manufactured. The Intuitive Gamer coefficients are taken from prior work by overlapping authors, but that prior work is an independently published empirical validation on 121 games, not a self-citing uniqueness theorem, and the current paper additionally provides human funness ratings of a subset of the human-created games, giving external support for the claim that the created games are rated more fun. The acknowledged limitations—that U_sim may not generalize to games far from the base set and that the likelihood comparison is in-sample—are statistical and empirical caveats, not circular derivations.
Assumptions & free parameters
free parameters (4)
- θ (MaxEnt weight on U_sim) =
5.7
- λ (L1 regularization coefficient) =
0.1
- Intuitive Gamer funness coefficients =
averaged coefficients from Collins et al. (2026)
- Random-game DSL sampling probabilities =
board size uniform 1-12; each rule deviation sampled with probability 1/10
assumptions (6)
- domain assumption The finite normalization set (1000 random DSL games + 121 original games + Ludax-expressible human games) approximates the full space of possible games G.
- ad hoc to paper LLaMA 3.1 8B token log probabilities of Ludax programs approximate the human proposal distribution P_propose conditioned on context.
- domain assumption The Intuitive Gamer model, validated on line-completion games, generalizes to arbitrary shape-completion goals and logical compositions of multiple conditions.
- domain assumption Human-created games are independent and identically distributed samples from the MaxEnt distribution over games.
- ad hoc to paper LLaMA 3.3 70B translations preserve the semantics of participants' natural language game descriptions.
- standard math Presence-only MaxEnt with L1 regularization is an appropriate framework for the observed game data.
Cite this review
Pith. "Pith review of Generation and Evaluation in the Human Invention Process through the Lens of Game Design." pith.science (2026). https://pith.science/paper/VTRNAREC
@misc{pith2026250810914,
author = {Pith},
title = {Pith review of: Generation and Evaluation in the Human Invention Process through the Lens of Game Design},
year = {2026},
howpublished = {\url{https://pith.science/paper/VTRNAREC}},
note = {Machine review of arXiv:2508.10914}
}
read the original abstract
The human ability to learn rules and solve problems has been a central concern of cognitive science research since the field's earliest days. But we do not just follow rules and solve problems given to us by others: we modify those rules, create new problems, and set new goals and tasks for ourselves and others. Arguably, even more than rule following and problem solving, human intelligence is about creatively breaking and stretching the rules, changing the game, and inventing new problems worth thinking about. Creating a good rule or a good problem depends not just on the ideas one can think up but on how one evaluates such proposals. Here, we study invention through the lens of game design. We focus particularly on the early stages of novice, "everyday" game creation, where the stakes are low. We draw on a dataset of over 450 human created games, created by participants who saw an initial seed set of two-player grid-based strategy games. We consider two different cognitive mechanisms that may be at work during the early processes of intuitive game invention: an associative proposal based on previous games one has seen and compute-bounded model-based evaluation that an everyday game creator may use to refine their initial draft proposals. In our preliminary work, we conduct a model-based analysis of how people invented new games based on prior experience and find that generated games are best described by a model which incorporates model-based estimates of game quality at a population level. Our work points to how human invention is based not only on what people propose, but how they evaluate and offers a computational toolkit to scale empirical studies of model-based simulation in open-ended human innovation.
Reference graph
Works this paper leans on
-
[1]
write newline
" write newline " cite write " FUNCTION editor.postfix editor num.names #1 > "( )" "( )" if FUNCTION editor.trans.postfix editor num.names #1 > "( )" "( )" if FUNCTION trans.postfix translator num.names #1 > "( )" "( )" if FUNCTION authors.editors.reflist.apa5 'field := 'dot := field num.names 'numnames := numnames 'format.num.names := format.num.names na...
-
[2]
abbott2015random APACrefauthors Abbott, J T. , Austerweil, J L. \ Griffiths, T L. APACrefauthors \ 2015 . Random walks on semantic networks can resemble optimal foraging Random walks on semantic networks can resemble optimal foraging . Psychological Review 122 3
work page 2015
-
[3]
agrawal2021enabling APACrefauthors Agrawal, A. , Gans, J S. \ Stern, S. APACrefauthors \ 2021 . Enabling entrepreneurial choice Enabling entrepreneurial choice . Management Science 67 9 5510--5524
work page 2021
-
[4]
allen2023using APACrefauthors Allen, K. , Br\" a ndle, F. , Botvinick, M. , Fan, J E. , Gershman, S J. , Gopnik, A. Schulz, E. APACrefauthors \ 2023 . Using Games to Understand the Mind Using games to understand the mind . PsyArXiv . Accepted to Nature Human Behavior
work page 2023
-
[5]
binz2025should APACrefauthors Binz, M. , Alaniz, S. , Roskies, A. , Aczel, B. , Bergstrom, C T. , Allen, C. others APACrefauthors \ 2025 . How should the advancement of large language models affect the practice of science? How should the advancement of large language models affect the practice of science? Proceedings of the National Academy of Sciences 12...
work page 2025
-
[6]
bonawitz2010deconfounding APACrefauthors Bonawitz, E B. \ Griffiths, T L. APACrefauthors \ 2010 . Deconfounding hypothesis generation and evaluation in Bayesian models Deconfounding hypothesis generation and evaluation in bayesian models . Proceedings of the Annual Meeting of the Cognitive Science Society Proceedings of the annual meeting of the cognitive...
work page 2010
-
[7]
bourgin2014empirical APACrefauthors Bourgin, D. , Abbott, J. , Griffiths, T. , Smith, K. \ Vul, E. APACrefauthors \ 2014 . Empirical evidence for markov chain monte carlo in memory search Empirical evidence for markov chain monte carlo in memory search . Proceedings of the Annual Meeting of the Cognitive Science Society Proceedings of the annual meeting o...
work page 2014
-
[8]
browne2010evolutionary APACrefauthors Browne, C. \ Maire, F. APACrefauthors \ 2010 . Evolutionary game design Evolutionary game design . IEEE Transactions on Computational Intelligence and AI in Games 2 1 1--16
work page 2010
Show all 56 references
-
[9]
APACrefauthors \ 1960
campbell1960blind APACrefauthors Campbell, D T. APACrefauthors \ 1960 . Blind variation and selective retentions in creative thought as in other knowledge processes. Blind variation and selective retentions in creative thought as in other knowledge processes. Psychological rev...
1960
-
[10]
\ Simon, H A
chase1973mind APACrefauthors Chase, W G. \ Simon, H A. APACrefauthors \ 1973 . The mind's eye in chess The mind's eye in chess . Visual information processing Visual information processing \ ( \ 215--281). Elsevier
1973
-
[11]
\ Schulz, L E
chu2020play APACrefauthors Chu, J. \ Schulz, L E. APACrefauthors \ 2020 . Play, curiosity, and cognition Play, curiosity, and cognition . Annual Review of Developmental Psychology 2 1 317--343
2020
-
[12]
APACrefauthors \ 1907
cleveland1907psychology APACrefauthors Cleveland, A A. APACrefauthors \ 1907 . The psychology of chess and of learning to play it The psychology of chess and of learning to play it . The American Journal of Psychology 18 3 269--308
1907
-
[13]
, Zhang, C E
collins2025intuitivegamer APACrefauthors Collins, K M. , Zhang, C E. , Wong, L. , Barba, M. , Todd, G. , Weller, A. Tenenbaum, J B. APACrefauthors \ 2025 . People use fast, flat goal-directed simulation to reason about novel problems. People use fast, flat goal-directed simula...
2025
-
[14]
\ Colton, S
cook2011multi APACrefauthors Cook, M. \ Colton, S. APACrefauthors \ 2011 . Multi-faceted evolution of simple arcade games Multi-faceted evolution of simple arcade games . 2011 IEEE Conference on Computational Intelligence and Games (CIG'11) 2011 ieee conference on computationa...
2011
-
[15]
\ Siegler, R S
crowley1993flexible APACrefauthors Crowley, K. \ Siegler, R S. APACrefauthors \ 1993 . Flexible strategy use in young children's tic-tac-toe Flexible strategy use in young children's tic-tac-toe . Cognitive Science 17 4 531--561
1993
-
[16]
APACrefauthors \ 2023
daston2023rules APACrefauthors Daston, L. APACrefauthors \ 2023 . Rules: A Short History of What We Live By Rules: A short history of what we live by \ ( 13). Princeton University Press
2023
-
[17]
, Gureckis, T M
davidson2022creativity APACrefauthors Davidson, G. , Gureckis, T M. \ Lake, B. APACrefauthors \ 2022 . Creativity, Compositionality, and Common Sense in Human Goal Generation Creativity, compositionality, and common sense in human goal generation . Proceedings of the Annual Me...
2022
-
[18]
, Todd, G
davidson2024goals APACrefauthors Davidson, G. , Todd, G. , Togelius, J. , Gureckis, T M. \ Lake, B M. APACrefauthors \ 2024 . Goals as Reward-Producing Programs Goals as reward-producing programs . arXiv preprint arXiv:2405.13242
2024 arXiv
-
[19]
, Jauhri, A
dubey2024llama APACrefauthors Dubey, A. , Jauhri, A. , Pandey, A. , Kadian, A. , Al-Dahle, A. , Letman, A. others APACrefauthors \ 2024 . The llama 3 herd of models The llama 3 herd of models . arXiv preprint arXiv:2407.21783
2024 arXiv
-
[20]
, Agrawal, P
dubey2018investigating APACrefauthors Dubey, R. , Agrawal, P. , Pathak, D. , Griffiths, T L. \ Efros, A A. APACrefauthors \ 2018 . Investigating human priors for playing video games Investigating human priors for playing video games . arXiv preprint arXiv:1802.10217
2018 arXiv
-
[21]
APACrefauthors \ 1975
fodor1975the APACrefauthors Fodor, J A. APACrefauthors \ 1975 . The Language of Thought The language of thought . Harvard University Press
1975
-
[22]
, Retschitzki, J
gobet2004moves APACrefauthors Gobet, F. , Retschitzki, J. \ de Voogt, A. APACrefauthors \ 2004 . Moves in mind: The psychology of board games Moves in mind: The psychology of board games . Psychology Press
2004
-
[23]
, Sanborn, S
ho2018human APACrefauthors Ho, M K. , Sanborn, S. , Callaway, F. , Bourgin, D. \ Griffiths, T. APACrefauthors \ 2018 . Human priors in hierarchical program induction Human priors in hierarchical program induction . 2018 Conference on Computational Cognitive Neuroscience
2018
-
[24]
APACrefauthors \ 1957
jaynes1957information APACrefauthors Jaynes, E T. APACrefauthors \ 1957 . Information theory and statistical mechanics Information theory and statistical mechanics . Physical review 106 4 620
1957
-
[25]
, Green, M C
khalifa2017general APACrefauthors Khalifa, A. , Green, M C. , Perez-Liebana, D. \ Togelius, J. APACrefauthors \ 2017 . General video game rule generation General video game rule generation . 2017 IEEE Conference on Computational Intelligence and Games (CIG) 2017 ieee conferenc...
2017
-
[26]
APACrefauthors \ 1976
kirton1976adaptors APACrefauthors Kirton, M. APACrefauthors \ 1976 . Adaptors and innovators: A description and measure. Adaptors and innovators: A description and measure. Journal of applied psychology 61 5 622
1976
-
[27]
, Ullman, T D
lake2017building APACrefauthors Lake, B M. , Ullman, T D. , Tenenbaum, J B. \ Gershman, S J. APACrefauthors \ 2017 . Building machines that learn and think like people Building machines that learn and think like people . Behavioral and brain sciences 40
2017
-
[28]
\ Griffiths, T L
lieder2020resource APACrefauthors Lieder, F. \ Griffiths, T L. APACrefauthors \ 2020 . Resource-rational analysis: Understanding human cognition as the optimal use of limited computational resources Resource-rational analysis: Understanding human cognition as the optimal use o...
2020
-
[29]
, Yao, S
mccoy2024embers APACrefauthors McCoy, R T. , Yao, S. , Friedman, D. , Hardy, M D. \ Griffiths, T L. APACrefauthors \ 2024 . Embers of autoregression show how large language models are shaped by the problem they are trained to solve Embers of autoregression show how large langu...
2024
-
[30]
APACrefauthors \ 2010
mokyr2010enlightened APACrefauthors Mokyr, J. APACrefauthors \ 2010 . The Enlightened economy an economic history of Britain 1700-1850 The enlightened economy an economic history of britain 1700-1850 . Yale University Press
2010
-
[31]
, Shaw, J C
newell1958chess APACrefauthors Newell, A. , Shaw, J C. \ Simon, H A. APACrefauthors \ 1958 . Chess-playing programs and the problem of complexity Chess-playing programs and the problem of complexity . IBM Journal of Research and Development 2 4 320--335
1958
-
[32]
\ Schitter, C
palan2018prolific APACrefauthors Palan, S. \ Schitter, C. APACrefauthors \ 2018 . Prolific.ac--- A subject pool for online experiments Prolific.ac--- A subject pool for online experiments . Journal of Behavioral and Experimental Finance 17 22--27
2018
-
[33]
APACrefauthors \ 1992
pell1992metagame APACrefauthors Pell, B. APACrefauthors \ 1992 . METAGAME: A new challenge for games and learning Metagame: A new challenge for games and learning
1992
-
[34]
, Anderson, R P
phillips2006maximum APACrefauthors Phillips, S J. , Anderson, R P. \ Schapire, R E. APACrefauthors \ 2006 . Maximum entropy modeling of species geographic distributions Maximum entropy modeling of species geographic distributions . Ecological modelling 190 3-4 231--259
2006
-
[35]
, Soemers, D J
piette2020ludii APACrefauthors Piette, E. , Soemers, D J. , Stephenson, M. , Sironi, C F. , Winands, M H. \ Browne, C. APACrefauthors \ 2020 . Ludii--the ludemic general game system Ludii--the ludemic general game system . ECAI 2020 Ecai 2020 \ ( \ 411--418). IOS Press
2020
-
[36]
APACrefauthors \ 2008
rakoczy2008taking APACrefauthors Rakoczy, H. APACrefauthors \ 2008 . Taking fiction seriously: young children understand the normative structure of joint pretence games. Taking fiction seriously: young children understand the normative structure of joint pretence games. Develo...
2008
-
[37]
, Warneken, F
rakoczy2008sources APACrefauthors Rakoczy, H. , Warneken, F. \ Tomasello, M. APACrefauthors \ 2008 . The sources of normativity: young children's awareness of the normative structure of games. The sources of normativity: young children's awareness of the normative structure of...
2008
-
[38]
, Jagadish, A K
rmus2025towards APACrefauthors Rmus, M. , Jagadish, A K. , Mathony, M. , Ludwig, T. \ Schulz, E. APACrefauthors \ 2025 . Towards automation of cognitive modeling using large language models Towards automation of cognitive modeling using large language models . arXiv e-prints a...
2025
-
[39]
playing for fun
rule2023fun APACrefauthors Rule, J. , Goddu, M. , Chu, J. , Pinter, V. , Reagan, E R. , Bonawitz, E. others APACrefauthors \ 2023 . Fun isn’t easy: Children choose more difficult options when “playing for fun” vs.“trying to win” Fun isn’t easy: Children choose more difficult o...
2023
-
[40]
, Acosta-Kane, D
russek2022time APACrefauthors Russek, E. , Acosta-Kane, D. , van Opheusden, B. , Mattar, M G. \ Griffiths, T. APACrefauthors \ 2022 . Time spent thinking in online chess reflects the value of computation Time spent thinking in online chess reflects the value of computation
2022
-
[41]
APACrefauthors \ 2012
schulz2012finding APACrefauthors Schulz, L. APACrefauthors \ 2012 . Finding New Facts; Thinking New Thoughts Finding new facts; thinking new thoughts . F. Xu\ T. Kushnir\ ( ), Rational Constructivism in Cognitive Development Rational constructivism in cognitive development \ (...
2012
-
[42]
, Collins, K M
sucholutsky2025using APACrefauthors Sucholutsky, I. , Collins, K M. , Jacoby, N. , Thompson, B D. \ Hawkins, R D. APACrefauthors \ 2025 . Using LLMs to Advance the Cognitive Science of Collectives Using llms to advance the cognitive science of collectives . arXiv preprint arXi...
2025 arXiv
-
[43]
, Bourgin, D D
suchow2017evolution APACrefauthors Suchow, J W. , Bourgin, D D. \ Griffiths, T L. APACrefauthors \ 2017 . Evolution in mind: Evolutionary dynamics, cognitive processes, and bayesian inference Evolution in mind: Evolutionary dynamics, cognitive processes, and bayesian inference...
2017
-
[44]
APACrefauthors \ 1978
Suits1978-SUITGG APACrefauthors Suits, B. APACrefauthors \ 1978 . The Grasshopper: Games, Life and Utopia The grasshopper: Games, life and utopia \ (T. Hurka, ). Peterborough, CA Broadview Press
1978
-
[45]
, Padula, A G
todd2025ludax APACrefauthors Todd, G. , Padula, A G. , Soemers, D J. \ Togelius, J. APACrefauthors \ 2025 . Ludax: A GPU-Accelerated Domain Specific Language for Board Games Ludax: A gpu-accelerated domain specific language for board games . arXiv preprint arXiv:2506.22609
2025
-
[46]
, Padula, A G
todd2024gavel APACrefauthors Todd, G. , Padula, A G. , Stephenson, M. , Piette, E. , Soemers, D J. \ Togelius, J. APACrefauthors \ 2024 . GAVEL: Generating Games via Evolution and Language Models Gavel: Generating games via evolution and language models . The Thirty-eighth Ann...
2024
-
[47]
\ Schmidhuber, J
togelius2008experiment APACrefauthors Togelius, J. \ Schmidhuber, J. APACrefauthors \ 2008 . An experiment in automatic game design An experiment in automatic game design . 2008 IEEE Symposium On Computational Intelligence and Games 2008 ieee symposium on computational intelli...
2008
-
[48]
, Loula, J
tsividis2021human APACrefauthors Tsividis, P A. , Loula, J. , Burga, J. , Foss, N. , Campero, A. , Pouncy, T. Tenenbaum, J B. APACrefauthors \ 2021 . Human-level reinforcement learning through theory-based modeling, exploration, and planning Human-level reinforcement learning ...
2021 arXiv
-
[49]
, Siegel, M H
ullman2016coalescing APACrefauthors Ullman, T D. , Siegel, M H. , Tenenbaum, J. \ Gershman, S. APACrefauthors \ 2016 . Coalescing the Vapors of Human Experience into a Viable and Meaningful Comprehension. Coalescing the vapors of human experience into a viable and meaningful c...
2016
-
[50]
, Kuperwajs, I
van2023expertise APACrefauthors van Opheusden, B. , Kuperwajs, I. , Galbiati, G. , Bnaya, Z. , Li, Y. \ Ma, W J. APACrefauthors \ 2023 . Expertise increases planning depth in human gameplay Expertise increases planning depth in human gameplay . Nature 1--6
2023
-
[51]
, Collins, K M
wong2025modeling APACrefauthors Wong, L. , Collins, K M. , Ying, L. , Zhang, C E. , Weller, A. , Gersternberg, T. others APACrefauthors \ 2025 . Modeling Open-World Cognition as On-Demand Synthesis of Probabilistic Models Modeling open-world cognition as on-demand synthesis of...
2025 arXiv
-
[52]
, Grand, G
wong2023word APACrefauthors Wong, L. , Grand, G. , Lew, A K. , Goodman, N D. , Mansinghka, V K. , Andreas, J. \ Tenenbaum, J B. APACrefauthors \ 2023 . From Word Models to World Models: Translating from Natural Language to the Probabilistic Language of Thought From word models...
2023 arXiv
-
[53]
\ Paul, L
yildirim2024task APACrefauthors Yildirim, I. \ Paul, L. APACrefauthors \ 2024 . From task structures to world models: what do LLMs know? From task structures to world models: what do llms know? Trends in Cognitive Sciences 28 5 404--415
2024
-
[54]
, Strumsky, D
youn2015invention APACrefauthors Youn, H. , Strumsky, D. , Bettencourt, L M. \ Lobo, J. APACrefauthors \ 2015 . Invention as a combinatorial process: evidence from US patents Invention as a combinatorial process: evidence from us patents . Journal of the Royal Society interfac...
2015
-
[55]
, Collins, K M
zhang2024peopleusefastgoaldirected APACrefauthors Zhang, C E. , Collins, K M. , Wong, L. , Weller, A. \ Tenenbaum, J B. APACrefauthors \ 2024 . People use fast, goal-directed simulation to reason about novel games People use fast, goal-directed simulation to reason about novel...
2024 arXiv
-
[56]
, V \'e lez, N
zhao2024rational APACrefauthors Zhao, B. , V \'e lez, N. \ Griffiths, T. APACrefauthors \ 2024 . A rational model of innovation by recombination A rational model of innovation by recombination . Proceedings of the Annual Meeting of the Cognitive Science Society Proceedings of ...
2024
Reviewed August 6, 2026 · model on record in the stance chip above.
Discussion (0). Sign in to comment.