Related papers: Knowledge-Driven Game Design by Non-Programmers
We introduce the concept of Procedural Content Generation via Knowledge Transformation (PCG-KT), a new lens and framework for characterizing PCG methods and approaches in which content generation is enabled by the process of knowledge…
One of the main difficulties remains the collaboration between the various experts involved in designing the Learning Games (LG). Our literature review focuses on the pitfalls and principles that have been identified by various authors in…
Probabilistic timed automata are a suitable formalism to model systems with real-time, nondeterministic and probabilistic behaviour. We study two-player zero-sum games on such automata where the objective of the game is specified as the…
Extensive games are tools largely used in economics to describe decision processes ofa community of agents. In this paper we propose a formal presentation based on theproof assistant COQ which focuses mostly on infinite extensive games and…
The interactive game theoretical approach to tactics and behavioral self-organization is developed. Though it uses the interactive game theoretical formalization of dialogues as psycholinguistic phenomena, the crucial role is played by the…
It is shown that the toy Turing Tumble, suitably extended with an infinitely long game board and unlimited supply of pieces, is Turing-Complete. This is achieved via direct simulation of a Turing machine. Unlike previously informally…
The current state of the art in playing many important perfect information games, including Chess and Go, combines planning and deep reinforcement learning with self-play. We extend this approach to imperfect information games and present…
Games are often designed to shape player behavior in a desired way; however, it can be unclear how design decisions affect the space of behaviors in a game. Designers usually explore this space through human playtesting, which can be…
Games have long been a microcosm for studying planning and reasoning in both natural and artificial intelligence, especially with a focus on expert-level or even super-human play. But real life also pushes human intelligence along a…
In this paper we model a game such that all strategies are non-revealing, with imperfect recall and incomplete information. We also introduce a modified sliding-block code as a linear transformation which generates common knowledge of how…
In natural language processing, interactive text-based games serve as a test bed for interactive AI systems. Prior work has proposed to play text-based games by acting based on discrete knowledge graphs constructed by the Discrete Graph…
This paper proposes a novel deep reinforcement learning algorithm to perform automatic analysis and detection of gameplay issues in complex 3D navigation environments. The Curiosity-Conditioned Proximal Trajectories (CCPT) method combines…
A novel approach to learning is presented, combining features of on-line and off-line methods to achieve considerable performance in the task of learning a backgammon value function in a process that exploits the processing power of…
This paper coins the notion of Joker games, a variant of concurrent games where the players are not strictly adversarial. Instead, Player 1 can get help from Player 2 by playing a Joker move. We formalize these games as cost games and…
Ultimate Tic-Tac-Toe is a variant of the popular Tic-Tac-Toe game. Two players compete to win three aligned "fields," with each field constituting its own miniature tic-tac-toe game. Each move determines which field the next player must…
Quantum technologies, i.e., technologies benefiting from the features of quantum physics such as objective randomness, superposition, and entanglement, have enabled an entirely different way of distributing and processing information. The…
We propose a concept of quantum extensive-form games, which is a quantum extension of classical extensive-form games. Extensive-form games is a general concept of games such as Go, Shogi, and chess, which have triggered the recent AI…
Exciting contemporary machine learning problems have recently been phrased in the classic formalism of tree search -- most famously, the game of Go. Interestingly, the state-space underlying these sequential decision-making problems often…
Are there qualitative and quantitative traits of system design that contribute to the ability of people to further innovate? We propose that extrinsic adaptability, the ability given to secondary parties to change a system to match new…
Some well-known solutions for cooperative games with transferable utility (TU-games), such as the Banzhaf value, the Myerson value, and the Aumann-Dreze value, fail to satisfy efficiency. Despite their desirable normative properties, this…