Related papers: Rapid Skill Capture in a First-Person Shooter
Agent skills today are hand-crafted, generated one-shot, or evolved through loosely controlled self-revision, none of which behaves like a deep-learning optimizer for the skill, and none of which reliably improves over its starting point…
We introduce a new language learning setting relevant to building adaptive natural language interfaces. It is inspired by Wittgenstein's language games: a human wishes to accomplish some task (e.g., achieving a certain configuration of…
Developing agents capable of fluid gameplay in first/third-person games without API access remains a critical challenge in Artificial General Intelligence (AGI). Recent efforts leverage Vision Language Models (VLMs) as direct controllers,…
Current research in eSports lacks the tools for proper game practising and performance analytics. The majority of prior work relied only on in-game data for advising the players on how to perform better. However, in-game mechanics and…
We show that natural classes of regularized learning algorithms with a form of recency bias achieve faster convergence rates to approximate efficiency and to coarse correlated equilibria in multiplayer normal form games. When each player in…
Understanding human skill performance is essential for intelligent assistive systems, with struggle recognition offering a natural cue for identifying user difficulties. While prior work focuses on offline struggle classification and…
Developing a thorough understanding of the target audience (and/or single individuals) is a key factor for success - which is exceptionally important and powerful for the domain of video games that can not only benefit from informed…
Agile methods, and Scrum in particular, are widely taught in software engineering education; however, there is limited empirical evidence on how these practices function in long-running, student-led projects under academic and hybrid work…
In video games, players' perception of the game world and related information depends on their or the game designer's choice of a virtual camera model. In this paper, we attempt to answer the research question of whether it is possible to…
Automated interpretation of signals yields many impressive applications from the area of affective computing and human activity recognition (HAR). In this paper we ask the question about possibility of cognitive activity recognition on the…
Large language models can generate plausible game code, but turning this capability into \emph{iterative creative improvement} remains difficult. In practice, single-shot generation often produces brittle runtime behavior, weak accumulation…
Individual differences in personality determine our preferences, traits and values, which should similarly hold for the way we express ourselves. With current advancements and transformations of technology and society, text-based…
Basically, in (one-player) war Real Time Strategy (wRTS) games a human player controls, in real time, an army consisting of a number of soldiers and her aim is to destroy the opponent's assets where the opponent is a virtual (i.e.,…
This study investigates the concept of flexibility within League of Legends, a popular online multiplayer game, focusing on the relationship between user adaptability and team success. Utilizing a dataset encompassing players of varying…
User performance is crucial in interactive systems, capturing how effectively users engage with task execution. Prospectively predicting performance enables the timely identification of users struggling with task demands. While ocular and…
Competitive online games use rating systems for matchmaking; progression-based algorithms that estimate the skill level of players with interpretable ratings in terms of the outcome of the games they played. However, the overall experience…
To which degree can abstract gameplay metrics capture the player experience in a general fashion within a game genre? In this comprehensive study we address this question across three different videogame genres: racing, shooter, and…
Cybersecurity games are an attractive and popular method of active learning. However, the majority of current games are created for advanced players, which often leads to frustration in less experienced learners. Therefore, we decided to…
The ability to effectively reuse prior knowledge is a key requirement when building general and flexible Reinforcement Learning (RL) agents. Skill reuse is one of the most common approaches, but current methods have considerable…
It is desirable for an agent to be able to solve a rich variety of problems that can be specified through language in the same environment. A popular approach towards obtaining such agents is to reuse skills learned in prior tasks to…