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An empirical study was conducted to analyse design strategies and knowledge used in object-oriented software design. Eight professional programmers experienced with procedural programming languages and either experienced or not experienced…
The rapid pace of recent research in AI has been driven in part by the presence of fast and challenging simulation environments. These environments often take the form of games; with tasks ranging from simple board games, to competitive…
There is a growing interest in Behavior Trees (BTs) as a tool to describe and implement robot behaviors. BTs were devised in the video game industry and their adoption in robotics resulted in the development of ad-hoc libraries to design…
To assist game developers in crafting game NPCs, we present EvolvingBehavior, a novel tool for genetic programming to evolve behavior trees in Unreal Engine 4. In an initial evaluation, we compare evolved behavior to hand-crafted trees…
We present Mini-BEHAVIOR, a novel benchmark for embodied AI that challenges agents to use reasoning and decision-making skills to solve complex activities that resemble everyday human challenges. The Mini-BEHAVIOR environment is a fast,…
This paper describes a metric for measuring the success of a complex system composed of agents performing autonomous behaviours. Because of the difficulty in evaluating such systems, this metric will help to give an initial indication as to…
To create rich experiences in virtual reality (VR) environments, it is essential to define the behavior of virtual objects through programming. However, programming in 3D spaces requires a wide range of background knowledge and programming…
We introduce BEHAVIOR, a benchmark for embodied AI with 100 activities in simulation, spanning a range of everyday household chores such as cleaning, maintenance, and food preparation. These activities are designed to be realistic, diverse,…
AI agents that leverage Large Language Models (LLMs) are increasingly becoming core building blocks of modern software systems. A wide range of frameworks is now available to support the specification of such applications. These frameworks…
The world consists of objects: distinct entities possessing independent properties and dynamics. For agents to interact with the world intelligently, they must translate sensory inputs into the bound-together features that describe each…
Procedural Content Generation (PCG) refers to the practice, in videogames and other games, of generating content such as levels, quests, or characters algorithmically. Motivated by the need to make games replayable, as well as to reduce…
In recent years, robots are used in an increasing variety of tasks, especially by small- and medium- sized enterprises. These tasks are usually fast-changing, they have a collaborative scenario and happen in unpredictable environments with…
The emergence of complex life on Earth is often attributed to the arms race that ensued from a huge number of organisms all competing for finite resources. We present an artificial intelligence research environment, inspired by the human…
In recent years, trends towards studying simulated games have gained momentum in the fields of artificial intelligence, cognitive science, psychology, and neuroscience. The intersections of these fields have also grown recently, as…
As Generative AI systems increasingly engage in long-term, personal, and relational interactions, human-AI engagements are becoming significantly complex, making them more challenging to understand and govern. These Interactive AI systems…
Contrary to the vast literature in modeling, perceiving, and understanding agent-object (e.g., human-object, hand-object, robot-object) interaction in computer vision and robotics, very few past works have studied the task of object-object…
Large text-to-video models hold immense potential for a wide range of downstream applications. However, they struggle to accurately depict dynamic object interactions, often resulting in unrealistic movements and frequent violations of…
Large offline learning-based models have enabled robots to successfully interact with objects for a wide variety of tasks. However, these models rely on fairly consistent structured environments. For more unstructured environments, an…
Behavior Trees are commonly used to model agents for robotics and games, where constrained behaviors must be designed by human experts in order to guarantee that these agents will execute a specific chain of actions given a specific set of…
Human intelligence exhibits a remarkable capacity for rapid adaptation and effective problem-solving in novel and unfamiliar contexts. We argue that this profound adaptability is fundamentally linked to the efficient construction and…