Related papers: Yet Another Pacman 3D Adventures
We argue that 3-D first-person video games are a challenging environment for real-time multi-modal reasoning. We first describe our dataset of human game-play, collected across a large variety of 3-D first-person games, which is both…
This paper describes a competition proposal for evolving Intelligent Agents for the game-playing framework called EvoMan. The framework is based on the boss fights of the game called Mega Man II developed by Capcom. For this particular…
The purpose of this paper is to investigate the applicability of applying gamification approach on the physiotherapy rehabilitation. A new developing game called JCave was designed and developed for the prove of concept. The propose game…
To enable automated software testing, the ability to automatically navigate to a state of interest and to explore all, or at least sufficient number of, instances of such a state is fundamental. When testing a computer game the problem has…
This paper introduces the revival of the popular Ms. Pac-Man Versus Ghost Team competition. We present an updated game engine with Partial Observability constraints, a new Multi-Agent Systems approach to developing Ghost agents and several…
The historical origins of the game theoretic predator-prey pursuit problem can be traced back to Benda, et al., 1985 [1]. Their work adapted the predator-prey ecology problem into a pursuit environment which focused on the dynamics of…
Automated Bug Detection (ABD) in video games is composed of two distinct but complementary problems: automated game exploration and bug identification. Automated game exploration has received much recent attention, spurred on by…
With the introduction of Nvidia RTX hardware, ray tracing is now viable as a general real time rendering technique for complex 3D scenes. Leveraging this new technology, we present Raygun, an open source rendering, simulation, and game…
In recent years, the fields of artificial intelligence and web-based programming have seen tremendous advancements, enabling developers to create dynamic and interactive websites and applications. At the forefront of these advancements,…
Commonsense knowledge representation and reasoning is key for tasks such as artificial intelligence and natural language understanding. Since commonsense consists of information that humans take for granted, gathering it is an extremely…
This work introduces Amorphous Fortress Online -- a web-based platform where users can design petri-dish-like environments and games consisting of multi-agent AI characters. Users can play, create, and share artificial life and game…
For over a decade now, robotics and the use of artificial agents have become a common thing.Testing the performance of new path finding or search space optimization algorithms has also become a challenge as they require simulation or an…
This paper summarizes current notes about a new mixed-reality paradigm that we named as "pervasive virtuality". This paradigm has emerged recently in industry and academia through different initiatives. In this paper we intend to explore…
Existing captcha solutions on the Internet are a major source of user frustration. Game captchas are an interesting and, to date, little-studied approach claiming to make captcha solving a fun activity for the users. One broad form of such…
MOBAs represent a huge segment of online gaming and are growing as both an eSport and a casual genre. The natural starting point for AI researchers interested in MOBAs is to develop an AI to play the game better than a human - but MOBAs…
Large Language Models' (LLMs) programming capabilities enable their participation in open-source games: a game-theoretic setting in which players submit computer programs in lieu of actions. These programs offer numerous advantages,…
We define a new, partizan, loopy combinatorial game, Forced-Capture Hnefatafl, similar to Hnefatafl, except that players are forced to make capturing moves when available. We show that this game is PSPACE-hard using a reduction from…
The recent leaps in complexity and fluency of Large Language Models (LLMs) mean that, for the first time in human history, people can interact with computers using natural language alone. This creates monumental possibilities of automation…
Many puzzle video games, like Sokoban, involve moving some agent in a maze. The reachable locations are usually apparent for a human player, and the difficulty of the game is mainly related to performing actions on objects, such as pushing…
Serious games are beneficial for education in various computer science areas. Numerous works have reported the experiences of using games (not only playing but also development) in teaching and learning. Considering it could be difficult…