Related papers: Qsmodels: ASP Planning in Interactive Gaming Envir…
This article introduces PlaCo, a software framework designed to simplify the formulation and solution of Quadratic Programming (QP)-based planning and control problems for robotic systems. PlaCo provides a high-level interface that…
In this article, we present a new machine learning model by imitation based on the linguistic description of complex phenomena. The idea consists of, first, capturing the behaviour of human players by creating a computational perception…
ChatGPT, the AI-powered chatbot with a massive user base of hundreds of millions, has become a global phenomenon. However, the use of Conversational AI Systems (CAISs) like ChatGPT for research in the field of Social Simulation is still…
Chess has long served as a canonical testbed for artificial intelligence, but modeling approaches for its central tasks have diverged. Maximizing playing strength, predicting human play, and enabling interpretability are typically solved…
Agent-based modeling (ABM) and simulation have emerged as important tools for studying emergent behaviors, especially in the context of swarming algorithms for robotic systems. Despite significant research in this area, there is a lack of…
We introduce REALTIME QA, a dynamic question answering (QA) platform that announces questions and evaluates systems on a regular basis (weekly in this version). REALTIME QA inquires about the current world, and QA systems need to answer…
In this paper we propose an architecture for specifying the interaction of non-player characters (NPCs) in the game-world in a way that abstracts common tasks in four main conceptual components, namely perception, deliberation, control,…
In role-playing games a Game Master (GM) is the player in charge of the game, who must design the challenges the players face and narrate the outcomes of their actions. In this work we discuss some challenges to model GMs from an…
An interactive robot framework accomplishes long-horizon task planning and can easily generalize to new goals and distinct tasks, even during execution. However, most traditional methods require predefined module design, making it hard to…
Designing human-centered AI-driven applications require deep understandings of how people develop mental models of AI. Currently, we have little knowledge of this process and limited tools to study it. This paper presents the position that…
In this article we present the motivation and the core thesis towards the implementation of a Quantum Knowledge Seeking Agent (QKSA). QKSA is a general reinforcement learning agent that can be used to model classical and quantum dynamics.…
This paper proposes environment design in the life simulation game The Sims as a novel platform and challenge for testing divergent search algorithms. In this domain, which includes a minimal viability criterion, the goal is to furnish a…
The paper presents an enhancement of xASP, a system that generates explanation graphs for Answer Set Programming (ASP). Different from xASP, the new system, xASP2, supports different clingo constructs like the choice rules, the constraints,…
Agent-based modeling is a paradigm of modeling dynamic systems of interacting agents that are individually governed by specified behavioral rules. Training a model of such agents to produce an emergent behavior by specification of the…
Game designs often center on the game mechanics---rules governing the logical evolution of the game. We seek to develop an intelligent system that generates computer games. As first steps towards this goal we present a composable and…
The continuous development of Question Answering (QA) datasets has drawn the research community's attention toward multi-domain models. A popular approach is to use multi-dataset models, which are models trained on multiple datasets to…
In this article we introduce the Arcade Learning Environment (ALE): both a challenge problem and a platform and methodology for evaluating the development of general, domain-independent AI technology. ALE provides an interface to hundreds…
This paper introduces a new paradigm for AI game programming, leveraging large language models (LLMs) to extend and operationalize Claude Shannon's taxonomy of game-playing machines. Central to this paradigm is Nemobot, an interactive…
We present a systematic technique for transforming XACML 3.0 policies in Answer Set Programming (ASP). We show that the resulting logic program has a unique answer set that directly corresponds to our formalisation of the standard semantics…
An anticipatory system for guiding plot development in interactive narratives is described. The executable model is a finite automaton that provides the implemented system with a look-ahead. The identification of undesirable future states…