Related papers: Lattices generated by Chip Firing Game models: cri…
Differential game logic (dGL) is a logic for specifying and verifying properties of hybrid games, i.e. games that combine discrete, continuous, and adversarial dynamics. Unlike hybrid systems, hybrid games allow choices in the system…
This paper introduces a promising alternative method for training Generative Adversarial Networks (GANs) on large-scale datasets with clear theoretical guarantees. GANs are typically learned through a minimax game between a generator and a…
Control Flow Graphs (CFGs) are critical for analyzing program execution and characterizing malware behavior. With the growing adoption of Graph Neural Networks (GNNs), CFG-based representations have proven highly effective for malware…
People enjoy encounters with generative software, but rarely are they encouraged to interact with, understand or engage with it. In this paper we define the term 'PCG-based game', and explain how this concept follows on from the idea of an…
Causal processes in nature may contain cycles, and real datasets may violate causal sufficiency as well as contain selection bias. No constraint-based causal discovery algorithm can currently handle cycles, latent variables and selection…
Coalitions naturally exist in many real-world systems involving multiple decision makers such as ridesharing, security, and online ad auctions, but the coalition structure among the agents is often unknown. We propose and study an important…
Higher-Order Fixpoint Logic (HFL) is a hybrid of the simply typed \lambda-calculus and the modal \lambda-calculus. This makes it a highly expressive temporal logic that is capable of expressing various interesting correctness properties of…
We present a method of generating diverse collections of neural cellular automata (NCA) to design video game levels. While NCAs have so far only been trained via supervised learning, we present a quality diversity (QD) approach to…
Procedural content generation (PCG) can be applied to a wide variety of tasks in games, from narratives, levels and sounds, to trees and weapons. A large amount of game content is comprised of graphical assets, such as clouds, buildings or…
This paper proposes "3Dify," a procedural 3D computer graphics (3D-CG) generation framework utilizing Large Language Models (LLMs). The framework enables users to generate 3D-CG content solely through natural language instructions. 3Dify is…
We propose the problem of tutorial generation for games, i.e. to generate tutorials which can teach players to play games, as an AI problem. This problem can be approached in several ways, including generating natural language descriptions…
The LLL lattice reduction has been widely used to decrease the bit error rate (BER) of the Babai point, but its running time varies much from matrix to matrix. To address this problem, some fixed-complexity LLL reductions (FCLLL) have been…
Current conditional functional dependencies (CFDs) discovery algorithms always need a well-prepared training data set. This makes them difficult to be applied on large datasets which are always in low-quality. To handle the volume issue of…
Baker and Norine introduced a graph-theoretic analogue of the Riemann-Roch theory. A central notion in this theory is the rank of a divisor. In this paper we prove that computing the rank of a divisor on a graph is NP-hard. The…
Federated Learning (FL) is a widespread and well-adopted paradigm of decentralised learning that allows training one model from multiple sources without the need to transfer data between participating clients directly. Since its inception…
We propose a classification of all one-dimensional discrete statistical models with maximum likelihood degree one based on their rational parametrization. We show how all such models can be constructed from members of a smaller class of…
A coding lattice $\Lambda_c$ and a shaping lattice $\Lambda_s$ forms a nested lattice code $\mathcal{C}$ if $\Lambda_s \subseteq \Lambda_c$. Under some conditions, $\mathcal{C}$ is a finite cyclic group formed by rectangular encoding. This…
There are many algorithms developed for improvement the time of mining frequent itemsets (FI) or frequent closed itemsets (FCI). However, the algorithms which deal with the time of generating association rules were not put in deep research.…
We present initial research towards procedural generation of Simplified Boardgames and translating them into an efficient GDL code. This is a step towards establishing Simplified Boardgames as a comparison class for General Game Playing…
This paper presents a novel approach to procedural generation of urban maps for First Person Shooter (FPS) games. A multi-agent evolutionary system is employed to place streets, buildings and other items inside the Unity3D game engine,…