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This paper describes a new algorithm for decision making in two-player real-time video games. As with Monte Carlo Tree Search, the algorithm can be used without heuristics and has been developed for use in general video game AI. The…
In the timeline-based approach to planning, originally born in the space sector, the evolution over time of a set of state variables (the timelines) is governed by a set of temporal constraints. Traditional timeline-based planning systems…
As a contribution to the challenge of building game-playing AI systems, we develop and analyse a formal language for representing and reasoning about strategies. Our logical language builds on the existing general Game Description Language…
Game engines provide video game developers with a wide range of fundamental subsystems for creating games, such as 2D/3D graphics rendering, input device management, and audio playback. Developers often integrate these subsystems with other…
The growth of the software game development industry is enormous and is gaining importance day by day. This growth imposes severe pressure and a number of issues and challenges on the game development community. Game development is a…
While games have been used extensively as milestones to evaluate game-playing AI, there exists no standardised framework for reporting the obtained observations. As a result, it remains difficult to draw general conclusions about the…
Video games are a natural and synergistic application domain for artificial intelligence (AI) systems, offering both the potential to enhance player experience and immersion, as well as providing valuable benchmarks and virtual environments…
Advanced persistent threats (APT) combine a variety of different attack forms ranging from social engineering to technical exploits. The diversity and usual stealthiness of APT turns them into a central problem of contemporary practical…
A bidimensional representation of the space of 2x2 Symmetric Games in the strategic representation is proposed. This representation provides a tool for the classification of 2x2 symmetric games, quantification of the fraction of them having…
Recently coded caching has emerged as a promising means to handle continuously increasing wireless traffic. However, coded caching requires users to cooperate in order to minimize the overall transmission rate. How users with heterogeneous…
Text-based adventure games provide a platform on which to explore reinforcement learning in the context of a combinatorial action space, such as natural language. We present a deep reinforcement learning architecture that represents the…
This paper presents a succinct review of attempts in the literature to use game theory to model decision making scenarios relevant to defence applications. Game theory has been proven as a very effective tool in modelling decision making…
We present a dockerized version of a real-time strategy game StarCraft: Brood War, commonly used as a domain for AI research, with a pre-installed collection of AI developement tools supporting all the major types of StarCraft bots. This…
The automatic generation of game tutorials is a challenging AI problem. While it is possible to generate annotations and instructions that explain to the player how the game is played, this paper focuses on generating a gameplay experience…
Developing general-purpose embodied agents is a core challenge in AI. Minecraft provides rich complexity and internet-scale data, but its slow speed and engineering overhead make it unsuitable for rapid prototyping. Crafter offers a…
Reinforcement learning (RL) has been demonstrated suitable to develop agents that play complex games with human-level performance. However, it is not understood how to effectively use RL to perform cybersecurity tasks. To develop such…
Recent progress in Game AI has demonstrated that given enough data from human gameplay, or experience gained via simulations, machines can rival or surpass the most skilled human players in classic games such as Go, or commercial computer…
We develop methods to formally describe and compare games, in order to probe questions of game structure and design, and as a stepping stone to predicting player behavior from design patterns. We define a grammar-like formalism to describe…
An observational study was conducted on a professional designer working on a design project in aerospace industry. The protocol data were analyzed in order to gain insight into the actions the designer used for the development of a solution…
As AI technology advances, research in playing text-based games with agents has becomeprogressively popular. In this paper, a novel approach to agent design and agent learning ispresented with the context of reinforcement learning. A model…