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Inspired by a personal dream about knowledge-sharing barriers in an everyday hardware project, this paper proposes a Jung-inspired "Dream Layer" for LLM companions, reframing controlled offline hallucinations as a resource for learning and…
We present RaCig, a novel system for generating comic-style image sequences with consistent characters and expressive gestures. RaCig addresses two key challenges: (1) maintaining character identity and costume consistency across frames,…
Although Deep Reinforcement Learning (DRL) has been popular in many disciplines including robotics, state-of-the-art DRL algorithms still struggle to learn long-horizon, multi-step and sparse reward tasks, such as stacking several blocks…
In the past few years, deep reinforcement learning has been proven to solve problems which have complex states like video games or board games. The next step of intelligent agents would be able to generalize between tasks, and using prior…
We investigate how reinforcement learning can be used to train level-designing agents. This represents a new approach to procedural content generation in games, where level design is framed as a game, and the content generator itself is…
Role-based learning holds the promise of achieving scalable multi-agent learning by decomposing complex tasks using roles. However, it is largely unclear how to efficiently discover such a set of roles. To solve this problem, we propose to…
Pokemon Red is a long-horizon JRPG with sparse rewards, partial observability, and quirky control mechanics that make it a challenging benchmark for reinforcement learning. While recent work has shown that PPO agents can clear the first two…
Procedural Content Generation (PCG) methods are valuable tools to speed up the game development process. Moreover, PCG may also present in games as features, such as the procedural dungeon generation (PDG) in Moonlighter (Digital Sun,…
Pursuit-evasion scenarios appear widely in robotics, security domains, and many other real-world situations. We focus on two-player pursuit-evasion games with concurrent moves, infinite horizon, and discounted rewards. We assume that the…
In the article a turn-based game played on four computers connected via network is investigated. There are three computers with natural intelligence and one with artificial intelligence. Game table is seen by each player's own view point in…
Because of the large number of online games available nowadays, online game recommender systems are necessary for users and online game platforms. The former can discover more potential online games of their interests, and the latter can…
Automated game testing is important for verifying game functionality, but it remains a costly and time-consuming process. Manual testing often misses edge cases, and current automated methods struggle to provide full code coverage. Prior…
Tic Tac Toe is amongst the most well-known games. It has already been shown that it is a biased game, giving more chances to win for the first player leaving only a draw or a loss as possibilities for the opponent, assuming both the players…
Large Language Models (LLMs) have shown promise in character imitation, enabling immersive and engaging conversations. However, they often generate content that is irrelevant or inconsistent with a character's background. We attribute these…
This study introduces "Haunted House" a novel text-based game designed to compare the performance of humans and large language models (LLMs) in model-based reasoning. Players must escape from a house containing nine rooms in a 3x3 grid…
Retrieval-augmented Generation (RAG) is a prevalent approach for domain-specific LLMs, yet it is often plagued by "Retrieval Hallucinations"--a phenomenon where fine-tuned models fail to recognize and act upon poor-quality retrieved…
Many puzzle video games, like Sokoban, involve moving some agent in a maze. The reachable locations are usually apparent for a human player, and the difficulty of the game is mainly related to performing actions on objects, such as pushing…
Frontier language models have demonstrated strong reasoning and long-horizon tool-use capabilities. However, existing RAG systems fail to leverage these capabilities. They still rely on two paradigms: (1) designing an algorithm that…
This paper investigates whether learning contingency-awareness and controllable aspects of an environment can lead to better exploration in reinforcement learning. To investigate this question, we consider an instantiation of this…
Retrieval-Augmented Generation (RAG) is an advanced technique designed to address the challenges of Artificial Intelligence-Generated Content (AIGC). By integrating context retrieval into content generation, RAG provides reliable and…