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This paper presents a novel framework for automated game template generation by transforming Game Design Documents (GDDs) into functional Unity game prototypes using Natural Language Processing (NLP) and multi-modal Large Language Models…
Graph neural network(GNN) has been widely applied in real-world applications, such as product recommendation in e-commerce platforms and risk control in financial management systems. Several cache-based GNN systems have been built to…
Sparse autoencoders can localize where concepts live in language models, but not how they interact during multi-step reasoning. We propose Causal Concept Graphs (CCG): a directed acyclic graph over sparse, interpretable latent features,…
Classifier-Free Guidance (CFG) is a fundamental technique in training conditional diffusion models. The common practice for CFG-based training is to use a single network to learn both conditional and unconditional noise prediction, with a…
Here, we study machine learning (ML) architectures to solve a mean-field games (MFGs) system arising in price formation models. We formulate a training process that relies on a min-max characterization of the optimal control and price…
The search for new physics requires a joint experimental and theoretical effort. Lattice QCD is already an essential tool for obtaining precise model-free theoretical predictions of the hadronic processes underlying many key experimental…
Games such as go, chess and checkers have multiple equivalent game states, i.e. multiple board positions where symmetrical and opposite moves should be made. These equivalences are not exploited by current state of the art neural agents…
Given an impartial combinatorial game G, we create a class of related games (CIS-G) by specifying a finite set of positions in G and forbidding players from moving to those positions (leaving all other game rules unchanged). Such…
We present an algorithm for approximating linear categories of partitions (of sets). We report on concrete computer experiments based on this algorithm which we used to obtain first examples of so-called non-easy linear categories of…
Procedural content generation in video games has a long history. Existing procedural content generation methods, such as search-based, solver-based, rule-based and grammar-based methods have been applied to various content types such as…
Deep learning-based graph generation approaches have remarkable capacities for graph data modeling, allowing them to solve a wide range of real-world problems. Making these methods able to consider different conditions during the generation…
Creatively translating complex gameplay ideas into executable artifacts (e.g., games as Unity projects and code) remains a central challenge in computational game creativity. Gameplay design patterns provide a structured representation for…
A geometric grid class consists of those permutations that can be drawn on a specified set of line segments of slope \pm1 arranged in a rectangular pattern governed by a matrix. Using a mixture of geometric and language theoretic methods,…
We employ random geometric digraphs to construct semi-parametric classifiers. These data-random digraphs are from parametrized random digraph families called proximity catch digraphs (PCDs). A related geometric digraph family, class cover…
This paper is aimed at providing a very first, more "global", systematic point of view with respect to possible conflict generation in CA-EN-like causal structures. For simplicity, only the outermost level of graphs is taken into account.…
Polynomial reconstruction on Cartesian grids is fundamental in many scientific and engineering applications, yet it is still an open problem how to construct for a finite subset $K$ of $\mathbb{Z}^{\textsf{D}}$ a lattice $\mathcal{T}\subset…
The categorical models of the differential lambda-calculus are additive categories because of the Leibniz rule which requires the summation of two expressions. This means that, as far as the differential lambda-calculus and differential…
Choiceless Polynomial Time (CPT) is one of the few remaining candidate logics for capturing PTIME. In this paper, we make progress towards separating CPT from polynomial time by firstly establishing a connection between the expressive power…
Construction $C^\star$ was recently introduced as a generalization of the multilevel Construction C (or Forney's code-formula), such that the coded levels may be dependent. Both constructions do not produce a lattice in general, hence the…
This paper considers the learning of Boolean rules in disjunctive normal form (DNF, OR-of-ANDs, equivalent to decision rule sets) as an interpretable model for classification. An integer program is formulated to optimally trade…