Related papers: Learning to Blend Computer Game Levels
In this article, we review recent Deep Learning advances in the context of how they have been applied to play different types of video games such as first-person shooters, arcade games, and real-time strategy games. We analyze the unique…
Game maps are useful for human players, general-game-playing agents, and data-driven procedural content generation. These maps are generally made by hand-assembling manually-created screenshots of game levels. Besides being tedious and…
Designing a 3D game scene is a tedious task that often requires a substantial amount of work. Typically, this task involves synthesis, coloring, and placement of 3D models within the game scene. To lessen this workload, we can apply machine…
Vision-language models (VLMs) have shown impressive capabilities in perceptual tasks, yet they degrade in complex multi-hop reasoning under multiplayer game settings with imperfect and deceptive information. In this paper, we study a…
We develop methods to formally describe and compare games, in order to probe questions of game structure and design, and as a stepping stone to predicting player behavior from design patterns. We define a grammar-like formalism to describe…
Recently, there has been a surge of interest in combining deep learning models with reasoning in order to handle more sophisticated learning tasks. In many cases, a reasoning task can be solved by an iterative algorithm. This algorithm is…
Intelligent robots require object-level scene understanding to reason about possible tasks and interactions with the environment. Moreover, many perception tasks such as scene reconstruction, image retrieval, or place recognition can…
This paper presents an architecture for generating music for video games based on the Transformer deep learning model. Our motivation is to be able to customize the generation according to the taste of the player, who can select a corpus of…
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…
We introduce LLM CHESS, an evaluation framework designed to probe the generalization of reasoning and instruction-following abilities in large language models (LLMs) through extended agentic interaction in the domain of chess. We rank over…
The prototyping of computer games, particularly card games, requires extensive human effort in creative ideation and gameplay evaluation. Recent advances in Large Language Models (LLMs) offer opportunities to automate and streamline these…
We define a model for linear logic based on two well-known ingredients: games and simulations. This model is interesting in the following respect: while it is obvious that the objects interpreting formulas are games and that everything is…
This paper reviews an experiment in human-computer interaction, where interaction takes place when humans attempt to teach a computer to play a strategy board game. We show that while individually learned models can be shown to improve the…
Ideal or real - that is the question.In this work, we explore whether principles from game theory can be effectively applied to the evaluation of large language models (LLMs). This inquiry is motivated by the growing inadequacy of…
Mechanism design is a well-established game-theoretic paradigm for designing games to achieve desired outcomes. This paper addresses a closely related but distinct concept, equilibrium design. Unlike mechanism design, the designer's…
The success of methods based on artificial neural networks in creating intelligent machines seems like it might pose a challenge to explanations of human cognition in terms of Bayesian inference. We argue that this is not the case, and that…
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…
Procedural Content Generation via Reinforcement Learning (PCGRL) offers a method for training controllable level designer agents without the need for human datasets, using metrics that serve as proxies for level quality as rewards. Existing…
Large language models (LLMs) have shown an impressive ability to perform tasks believed to require thought processes. When the model does not document an explicit thought process, it becomes difficult to understand the processes occurring…
We present a new concept called Game Mechanic Alignment theory as a way to organize game mechanics through the lens of systemic rewards and agential motivations. By disentangling player and systemic influences, mechanics may be better…