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We introduce PokerBench - a benchmark for evaluating the poker-playing abilities of large language models (LLMs). As LLMs excel in traditional NLP tasks, their application to complex, strategic games like poker poses a new challenge. Poker,…
Recent advances in Large Language Models (LLMs) have demonstrated their potential as autonomous agents across various tasks. One emerging application is the use of LLMs in playing games. In this work, we explore a practical problem for the…
An open-close door gadget has two states and three tunnels that can be traversed by an agent (player, robot, etc.): the "opening" and "closing" tunnels set the gadget's state to open and closed, respectively, while the "traverse" tunnel can…
As robots become increasingly capable, users will want to describe high-level missions and have robots infer the relevant details. Because pre-built maps are difficult to obtain in many realistic settings, accomplishing such missions will…
In this paper, we demonstrate how the problem of the optimal team choice in the popular computer game Dota Underlords can be reduced to the problem of linear integer programming. We propose a model and solve it for the real data. We also…
Large Language Models (LLMs) have exhibited impressive capabilities across numerous domains, yet they often struggle with complex reasoning and decision-making tasks. Decision-making games, which inherently require multifaceted reasoning…
Dialogue agents that support human users in solving complex tasks have received much attention recently. Many such tasks are NP-hard optimization problems that require careful collaborative exploration of the solution space. We introduce a…
The strength of gnomes lies in their coordinated action. Being small and subtle creatures themselves, the forest gnomes can form large swarms acting as one giant creature. This unusual defense strategy requires a lot of skill and training.…
We study \emph{partial-information} two-player turn-based games on graphs with omega-regular objectives, when the partial-information player has \emph{limited memory}. Such games are a natural formalization for reactive synthesis when the…
We study two positional games played on hypergraphs, whose edges may be interpreted as winning sets. Two players take turns picking a previously unpicked vertex of the hypergraph. We say a player fills an edge if that player has picked all…
Teaching assembly programming is a fundamental component of undergraduate computer science education, yet many students struggle with its abstract and low-level concepts. Existing learning tools, such as simulators and visualisers, support…
Since the advent of computers, many tasks which required humans to spend a lot of time and energy have been trivialized by the computers' ability to perform repetitive tasks extremely quickly. Playing chess is one such task. It was one of…
Recent breakthroughs in Large Language Models (LLMs) have positioned them as a promising paradigm for agents, with long-term planning and decision-making emerging as core general-purpose capabilities for adapting to diverse scenarios and…
We present tournament results and several powerful strategies for the Iterated Prisoner's Dilemma created using reinforcement learning techniques (evolutionary and particle swarm algorithms). These strategies are trained to perform well…
In this paper, the idea of applying Computational Intelligence in the process of creation board games, in particular mazes, is presented. For two different algorithms the proposed idea has been examined. The results of the experiments are…
Throughout the history of games, representing the abilities of the various agents acting on behalf of the players has been a central concern. With increasingly sophisticated games emerging, these simulations have become more realistic, but…
We study the complexity of the popular one player combinatorial game known as Flood-It. In this game the player is given an n by n board of tiles where each tile is allocated one of c colours. The goal is to make the colours of all tiles…
Let $(X, \mathcal{F})$ be a hypergraph. The Maker-Breaker game on $(X, \mathcal{F})$ is a combinatorial game between two players, Maker and Breaker. Beginning with Maker, the players take turns claiming vertices from $X$ that have not yet…
This paper explores adaptive problem solving with a game designed to support the development of problem-solving skills. Using an adaptive, AI-powered puzzle game, our adaptive problem-solving system dynamically generates pathfinding-based…
Recent large language models (LLMs) have demonstrated great potential toward intelligent agents and next-gen automation, but there currently lacks a systematic benchmark for evaluating LLMs' abilities as agents. We introduce SmartPlay: both…