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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…

Logic in Computer Science · Computer Science 2015-11-20 André Platzer

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…

Computer Vision and Pattern Recognition · Computer Science 2025-01-22 Chang Wan , Ke Fan , Xinwei Sun , Yanwei Fu , Minglu Li , Yunliang Jiang , Zhonglong Zheng

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…

Cryptography and Security · Computer Science 2025-08-22 Hossein Shokouhinejad , Griffin Higgins , Roozbeh Razavi-Far , Hesamodin Mohammadian , Ali A. Ghorbani

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…

Artificial Intelligence · Computer Science 2016-10-12 Michael Cook , Mirjam Eladhari , Andy Nealen , Mike Treanor , Eddy Boxerman , Alex Jaffe , Paul Sottosanti , Steve Swink

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…

Machine Learning · Statistics 2018-05-08 Eric V. Strobl

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…

Computer Science and Game Theory · Computer Science 2023-12-20 Yixuan Even Xu , Chun Kai Ling , Fei Fang

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…

Logic in Computer Science · Computer Science 2015-07-01 Roland Axelsson , Martin Lange , Rafal Somla

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…

Neural and Evolutionary Computing · Computer Science 2022-02-21 Sam Earle , Justin Snider , Matthew C. Fontaine , Stefanos Nikolaidis , Julian Togelius

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…

Graphics · Computer Science 2025-06-30 Kaisei Fukaya , Damon Daylamani-Zad , Harry Agius

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…

Graphics · Computer Science 2025-10-07 Shun-ichiro Hayashi , Daichi Mukunoki , Tetsuya Hoshino , Satoshi Ohshima , Takahiro Katagiri

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…

Artificial Intelligence · Computer Science 2018-05-31 Michael Cerny Green , Ahmed Khalifa , Gabriella A. B. Barros , Julian Togelius

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…

Information Theory · Computer Science 2017-06-06 Jinming Wen , Xiao Wen Chang

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…

Databases · Computer Science 2018-08-07 Hongzhi Wang , Mingda Li , Jiawei Zhao , Jianzhong Li , Hong Gao

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…

Computational Complexity · Computer Science 2015-12-22 Viktor Kiss , Lilla Tóthmérész

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…

Machine Learning · Computer Science 2025-09-03 Maciej Krzysztof Zuziak , Roberto Pellungrini , Salvatore Rinzivillo

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…

Combinatorics · Mathematics 2025-06-12 Arthur Bik , Orlando Marigliano

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…

Information Theory · Computer Science 2024-05-10 Chengpin Luo , Brian M. Kurkoski

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.…

Databases · Computer Science 2011-08-29 Bay Vo , Bac Le

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…

Artificial Intelligence · Computer Science 2015-08-04 Jakub Kowalski , Marek Szykuła

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,…

Artificial Intelligence · Computer Science 2016-04-21 Jan Kruse , Ricardo Sosa , Andy M. Connor
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