Related papers: Mechanics Automatically Recognized via Interactive…
Interacting with human agents in complex scenarios presents a significant challenge for robotic navigation, particularly in environments that necessitate both collision avoidance and collaborative interaction, such as indoor spaces. Unlike…
Humans and animals exhibit a range of interesting behaviors in dynamic environments, and it is unclear how our brains actively reformat this dense sensory information to enable these behaviors. Experimental neuroscience is undergoing a…
This literature review focuses on three important aspects of an autonomous car system: tracking (assessing the identity of the actors such as cars, pedestrians or obstacles in a sequence of observations), prediction (predicting the future…
AI engines utilizing deep learning neural networks provide excellent tools for analyzing traditional board games. Here we are interested in gaining new insights into the ancient game of Go. For that purpose, we need to define new numerical…
Deep reinforcement learning (DRL) has attracted much attention in automated game testing. Early attempts rely on game internal information for game space exploration, thus requiring deep integration with games, which is inconvenient for…
In multi-agent autonomous systems, deception is a fundamental concept which characterizes the exploitation of unbalanced information to mislead victims into choosing oblivious actions. This effectively alters the system's long term…
The topic of provable deep neural network robustness has raised considerable interest in recent years. Most research has focused on adversarial robustness, which studies the robustness of perceptive models in the neighbourhood of particular…
Autonomous systems require identifying the environment and it has a long way to go before putting it safely into practice. In autonomous driving systems, the detection of obstacles and traffic lights are of importance as well as lane…
Nintendo's Super Smash Bros. Melee fighting game can be emulated on modern hardware allowing us to inspect internal memory states, such as character positions. We created an AI that avoids being hit by training using these internal memory…
This paper contributes a new way to evaluate AI. Much as one might evaluate a machine in terms of its performance at chess, this approach involves evaluating a machine in terms of its performance at a game called "MAD Chairs". At the time…
Mechanism design is essentially reverse engineering of games and involves inducing a game among strategic agents in a way that the induced game satisfies a set of desired properties in an equilibrium of the game. Desirable properties for a…
The nascent field of neurogames relies on active Brain-Computer Interface input to drive its game mechanics. Consequently, users expect their conscious will to be meaningfully reflected on the virtual environment they're engaging in.…
Game balancing is an important part of the (computer) game design process, in which designers adapt a game prototype so that the resulting gameplay is as entertaining as possible. In industry, the evaluation of a game is often based on…
We study the evolution of two mutually interacting games with both pairwise games as well as the public goods game on different topologies. On 2d square lattices, we reveal that the game-game interaction can promote the cooperation…
Motion prediction is essential and challenging for autonomous vehicles and social robots. One challenge of motion prediction is to model the interaction among traffic actors, which could cooperate with each other to avoid collisions or form…
Creating visual 3D sensing characters that interact with AI peers and virtual environments can be a difficult task for those with less experience in using learning algorithms or creating visual environments to execute an agent-based…
Stochastic systems with memory naturally appear in life science, economy, and finance. We take the modelling point of view of stochastic functional delay equations and we study these structures when the driving noises admit jumps. Our…
Exploring planetary bodies with lower gravity, such as the moon and Mars, allows legged robots to utilize jumping as an efficient form of locomotion thus giving them a valuable advantage over traditional rovers for exploration. Motivated by…
Autonomous robots frequently need to detect "interesting" scenes to decide on further exploration, or to decide which data to share for cooperation. These scenarios often require fast deployment with little or no training data. Prior work…
We propose the concept of intelligent middle-level game control, which lies on a continuum of control abstraction levels between the following two dual opposites: 1) high-level control that translates player's simple commands into complex…