Related papers: Ms. Pac-Man Versus Ghost Team CIG 2016 Competition
Human computation games (HCGs) are a crowdsourcing approach to solving computationally-intractable tasks using games. In this paper, we describe the need for generalizable HCG design knowledge that accommodates the needs of both players and…
This paper discusses the implementation of the pervasive game PacMap. Openness and portability have been the main design objectives for PacMap. We elaborate on programming techniques which may be applicable to a broad range of…
Conditional generative adversarial networks have shown exceptional generation performance over the past few years. However, they require large numbers of annotations. To address this problem, we propose a novel generative adversarial…
A wide variety of goals could cause an AI to disable its off switch because "you can't fetch the coffee if you're dead" (Russell 2019). Prior theoretical work on this shutdown problem assumes that humans know everything that AIs do. In…
This research introduces a robust detection system against malicious network traffic, leveraging hierarchical structures and self-attention mechanisms. The proposed system includes a Packet Segmenter that divides a given raw network packet…
This volume contains the proceedings of ICE 2016, the 9th Interaction and Concurrency Experience, which was held in Heraklion, Greece on the 8th and 9th of June 2016 as a satellite event of DisCoTec 2016. The ICE procedure for paper…
Using the recently introduced universal computing model, called orchestrated machine, that represents computations in a dissipative environment, we consider a new kind of interpretation of Turing's Imitation Game. In addition we raise the…
A previous study of MD algorithms designed for GPU use is extended to cover more recent developments in GPU architecture. Algorithm modifications are described, together with extensions to more complex systems. New measurements include the…
This paper introduces Gamified Adversarial Prompting (GAP), a framework that crowd-sources high-quality data for visual instruction tuning of large multimodal models. GAP transforms the data collection process into an engaging game,…
We describe a formulation of multi-agents operating within a Cyber-Physical System, resulting in collaborative or adversarial games. We show that the non-determinism inherent in the communication medium between agents and the underlying…
Reinforcement learning agents deployed in the real world often have to cope with partially observable environments. Therefore, most agents employ memory mechanisms to approximate the state of the environment. Recently, there have been…
The captivating realm of Minecraft has attracted substantial research interest in recent years, serving as a rich platform for developing intelligent agents capable of functioning in open-world environments. However, the current research…
Large language model agents that interact with PC applications often face limitations due to their singular mode of interaction with real-world environments, leading to restricted versatility and frequent hallucinations. To address this, we…
This paper presents an overview of the sixth AIBIRDS competition, held at the 26th International Joint Conference on Artificial Intelligence. This competition tasked participants with developing an intelligent agent which can play the…
Assessing gameplay experience for gaze interaction games is a challenging task. For this study, a gaze interaction Half-Life 2 game modification was created that allowed eye tracking control. The mod was deployed during an experiment at…
This paper presents the first ChatGPT4PCG Competition at the 2023 IEEE Conference on Games. The objective of this competition is for participants to create effective prompts for ChatGPT--enabling it to generate Science Birds levels with…
It is well known that a non-cooperative game may have multiple equilibria. In this paper we consider the efficiency of games, measured by the ratio between the aggregate payoff over all Nash equilibria and that over all admissible controls.…
Recent superhuman results in games have largely been achieved in a variety of zero-sum settings, such as Go and Poker, in which agents need to compete against others. However, just like humans, real-world AI systems have to coordinate and…
Physical phenomena are observed in many fields (sciences and engineering) and are often studied by time-consuming computer codes. These codes are analyzed with statistical models, often called emulators. In many situations, the physical…
Technology development efforts in autonomy and cyber-defense have been evolving independently of each other, over the past decade. In this paper, we report our ongoing effort to integrate these two presently distinct areas into a single…