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We introduce TextWorld, a sandbox learning environment for the training and evaluation of RL agents on text-based games. TextWorld is a Python library that handles interactive play-through of text games, as well as backend functions like…
Pathfinding is a very popular area in computer game development. While two-dimensional (2D) pathfinding is widely applied in most of the popular game engines, little implementation of real three-dimensional (3D) pathfinding can be found.…
Currently, the development of computer games has shown a tremendous surge. The ease and speed of internet access today have also influenced the development of computer games, especially computer games that are played online. Internet…
With the continuing development of affordable immersive virtual reality (VR) systems, there is now a growing market for consumer content. The current form of consumer systems is not dissimilar to the lab-based VR systems of the past 30…
Many kinds of Evolutionary Algorithms (EAs) have been described in the literature since the last 30 years. However, though most of them share a common structure, no existing software package allows the user to actually shift from one model…
This work addresses the problem of active 3D mapping, where an agent must find an efficient trajectory to exhaustively reconstruct a new scene. Previous approaches mainly predict the next best view near the agent's location, which is prone…
Software is one of the most powerful tools that we humans have at our disposal; it allows a skilled programmer to interact with the world in complex and profound ways. At the same time, thanks to improvements in large language models…
We propose a benchmark suite for parity games that includes all benchmarks that have been used in the literature, and make it available online. We give an overview of the parity games, including a description of how they have been…
Reinforcement Learning has shown success in a number of complex virtual environments. However, many challenges still exist towards solving problems with natural language as a core component. Interactive Fiction Games (or Text Games) are one…
The ability to continuously learn and adapt to new situations is one where humans are far superior compared to AI agents. We propose an approach to knowledge transfer using behavioural strategies as a form of transferable knowledge…
Agent-based models (ABMs) and video games, including those taking advantage of virtual reality (VR), have undergone a remarkable parallel evolution, achieving impressive levels of complexity and sophistication. This paper argues that while…
Introduction: This multi-disciplinary case study details how an interactive decision support tool leverages game design to inform an international plastic pollution treaty. Design: Seeking to make our scientific findings more usable within…
This paper considers a reach-avoid differential game in three-dimensional space with four equal-speed players. A plane divides the game space into a play subspace and a goal subspace. The evader aims at entering the goal subspace while…
As we develop more assistive and automated game design systems, the question of how these systems should be integrated into game development workflows, and how much adaptation may be required, becomes increasingly important. In this paper…
Computability logic (see http://www.csc.villanova.edu/~japaridz/CL/) is a long-term project for redeveloping logic on the basis of a constructive game semantics, with games seen as abstract models of interactive computational problems.…
Artificial Intelligence is becoming instrumental in a variety of applications. Games serve as a good breeding ground for trying and testing these algorithms in a sandbox with simpler constraints in comparison to real life. In this project,…
Most path planners assume fully known, static environments, assumptions that fail when robots navigate in dynamic and partially observable environments. SMART-3D addresses these issues by real-time replanning, where it morphs the underlying…
Without further ado, we present the P_3-game. The P_3-game is decidable for elementary classes of graphs such as paths and cycles. From an algorithmic point of view, the connected P_3-game is fascinating. We show that the connected P_3-game…
Going from research to production, especially for large and complex software systems, is fundamentally a hard problem. In large-scale game production, one of the main reasons is that the development environment can be very different from…
Maximalism in art refers to drawing on and combining multiple different sources for art creation, embracing the resulting collisions and heterogeneity. This paper discusses the use of maximalism in game design and particularly in data…