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Creators/Authors contains: "Hu, Jennifer"

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  1. Free, publicly-accessible full text available September 3, 2025
  2. Abstract Scalar inferences (SI) are a signature example of how humans interpret language based on unspoken alternatives. While empirical studies have demonstrated that human SI rates are highly variable—both within instances of a single scale, and across different scales—there have been few proposals that quantitatively explain both cross- and within-scale variation. Furthermore, while it is generally assumed that SIs arise through reasoning about unspoken alternatives, it remains debated whether humans reason about alternatives as linguistic forms, or at the level of concepts. Here, we test a shared mechanism explaining SI rates within and across scales: context-driven expectations about the unspoken alternatives. Using neural language models to approximate human predictive distributions, we find that SI rates are captured by the expectedness of the strong scalemate as an alternative. Crucially, however, expectedness robustly predicts cross-scale variation only under a meaning-based view of alternatives. Our results suggest that pragmatic inferences arise from context-driven expectations over alternatives, and these expectations operate at the level of concepts.1 
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  3. We propose a novel task, G4C (Goal-driven Guidance Generation in Grounded Communication), for studying goal-driven and grounded natural language interactions. Specifically, we choose Dungeons and Dragons (D&D) -- a role-playing game consisting of multiple player characters and a Dungeon Master (DM) who collaborate to achieve a set of goals that are beneficial to the players -- as a testbed for this task. Here, each of the player characters is a student, with their own personas and abilities, and the DM is the teacher, an arbitrator of the rules of the world and responsible for assisting and guiding the students towards a global goal. We propose a theory-of-mind-inspired methodology for training such a DM with reinforcement learning (RL), where a DM: (1) learns to predict how the players will react to its utterances using a dataset of D&D dialogue transcripts; and (2) uses this prediction as a reward function providing feedback on how effective these utterances are at guiding the players towards a goal. Human and automated evaluations show that a DM trained with RL to generate guidance by incorporating a theory-of-mind of the players significantly improves the players' ability to achieve goals grounded in their shared world. 
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  4. Contextual influences on language often exhibit substantial cross-lingual regularities; for example, we are more verbose in situations that require finer distinctions. However, these regularities are sometimes obscured by semantic and syntactic differences. Using a newly-collected dataset of color reference games in Mandarin Chinese (which we release to the public), we confirm that a variety of constructions display the same sensitivity to contextual difficulty in Chinese and English. We then show that a neural speaker agent trained on bilingual data with a simple multitask learning approach displays more human-like patterns of context dependence and is more pragmatically informative than its monolingual Chinese counterpart. Moreover, this is not at the expense of language-specific semantic understanding: the resulting speaker model learns the different basic color term systems of English and Chinese (with noteworthy cross-lingual influences), and it can identify synonyms between the two languages using vector analogy operations on its output layer, despite having no exposure to parallel data. 
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