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The roundworm C. elegans exhibits robust escape behavior in response to rapidly rising temperature. The behavior lasts for a few seconds, shows history dependence, involves both sensory and motor systems, and is too complicated to model…
We study life over the course of video game history as represented by their mechanics. While there have been some variations depending on genre or "character type", we find that most games converge to a similar representation. We also…
Recent advances in artificial intelligence have been strongly driven by the use of game environments for training and evaluating agents. Games are often accessible and versatile, with well-defined state-transitions and goals allowing for…
The Jump-Jump game, as a simple yet challenging casual game, provides an ideal testing environment for studying LLM decision-making capabilities. The game requires players to precisely control jumping force based on current position and…
The widespread availability of superhuman AI engines is changing how we play the ancient game of Go. The open-source software packages developed after the AlphaGo series shifted focus from producing strong playing entities to providing…
Inspired by Turing's famous "imitation game" and recent advances in generative pre-trained transformers, we pose the participation game to point to a new frontier in AI evolution where machines will join with humans as participants in…
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…
AI-controlled characters in fighting games are expected to possess reasonably high skills and behave in a believable, human-like manner, exhibiting a diversity of play styles and strategies. Thus, the development of fighting game AI…
Gamification applies game mechanics to non-game environments to motivate and engage users. Artificial Intelligence (AI) offers powerful tools for personalizing and optimizing gamification, adapting to users' needs, preferences, and…
Simulation is a crucial component of any robotic system. In order to simulate correctly, we need to write complex rules of the environment: how dynamic agents behave, and how the actions of each of the agents affect the behavior of others.…
While AI systems have equaled or surpassed human performance in a wide variety of games such as Chess, Go, or Dota 2, describing these systems as truly "human-like" remains far-fetched. Despite their success, they fail to replicate the…
Human Pose Estimation is a low-level task useful forsurveillance, human action recognition, and scene understandingat large. It also offers promising perspectives for the animationof synthetic characters. For all these applications, and…
When encountering novel objects, humans are able to infer a wide range of physical properties such as mass, friction and deformability by interacting with them in a goal driven way. This process of active interaction is in the same spirit…
Our paper is research in progress that is research investigating the use of games technology to enhance the learning of a physical skill. The Microsoft Kinect is a system designed for gaming with the capability to track the movement of…
Pursuit-evasion games are ubiquitous in nature and in an artificial world. In nature, pursuer(s) and evader(s) are intelligent agents that can learn from experience, and dynamics (i.e., Newtonian or Lagrangian) is vital for the pursuer and…
Nowadays, big effort is being put to study gamification and how game elements can be used to engage players. In this scope, we believe there is a growing need to explore the impact game mechanics have on the players' interactions and…
Magic is the art of producing in the spectator an illusion of impossibility. Although the scientific study of magic is in its infancy, the advent of recent tracking algorithms based on deep learning allow now to quantify the skills of the…
By treating combinatorial games as dynamical systems, we are able to address a longstanding open question in combinatorial game theory, namely, how the introduction of a "pass" move into a game affects its behavior. We consider two well…
Rotating Snakes is a visual illusion in which a stationary design is perceived to move dramatically. In the current study, the mechanism that generates perception of motion was analyzed using a combination of psychophysics experiments and…
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…