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  2. 275 Fun Yes or No Questions for Every Social Situation - AOL

    www.aol.com/275-fun-yes-no-questions-152000111.html

    Yes or No Questions for Couples. 41. Do you enjoy serving your partner? 42. Do you believe in unconditional love? 43. Are you a romantic person? 44. Are you able to share your thoughts and ...

  3. Take Your Pick! - Wikipedia

    en.wikipedia.org/wiki/Take_Your_Pick!

    During the gameplay, contestants would answer a series of questions without using the words yes or no in what was known as the "Yes-No Interlude". If they inadvertently used a 'yes' or a 'no' in answering a question, they would be gonged off the stage. If successful, however, contestants would answer more questions to win modest monetary prizes.

  4. Person, Place or Thing - Wikipedia

    en.wikipedia.org/wiki/Person,_Place_or_Thing

    In the bonus round, the champion is tasked with identifying a person, place and thing in 60 seconds. The contestant may ask Peterman yes-or-no questions, or elect to reveal one of three clues. The contestant may identify the subjects in any order, and may use the clues in any quantity they would like.

  5. 20Q - Wikipedia

    en.wikipedia.org/wiki/20Q

    20Q is a computerized game of twenty questions that began as a test in artificial intelligence (AI). It was invented by Robin Burgener in 1988. [1] The game was made handheld by Radica in 2003, but was discontinued in 2011 because Techno Source took the license for 20Q handheld devices.

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  7. Situation puzzle - Wikipedia

    en.wikipedia.org/wiki/Situation_puzzle

    N/a (or stating "irrelevant") is used when a question is not applicable to the current situation or when a "yes" or "no" answer would not provide any usable information to solving the puzzle. Irrelevant, but assume yes (or no ) is used when the situation is the same regardless of what the correct answer to the question is, but assuming one ...

  8. Twenty questions - Wikipedia

    en.wikipedia.org/wiki/Twenty_questions

    Both games involve asking yes/no questions, but Twenty Questions places a greater premium on efficiency of questioning. A limit on their likeness to the scientific process of trying hypotheses is that a hypothesis, because of its scope, can be harder to test for truth (test for a "yes") than to test for falsity (test for a "no") or vice versa.

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