Related papers: Talakat: Bullet Hell Generation through Constraine…
We propose a novel method applicable in many scene understanding problems that adapts the Monte Carlo Tree Search (MCTS) algorithm, originally designed to learn to play games of high-state complexity. From a generated pool of proposals, our…
Reinforcement Learning has shown success in a number of complex virtual environments. However, many challenges still exist towards solving problems with natural language as a core component. Interactive Fiction Games (or Text Games) are one…
A level generator is a tool that generates game levels from noise. Training a generator without a dataset suffers from feedback sparsity, since it is unlikely to generate a playable level via random exploration. A common solution is shaped…
End-to-end models for goal-orientated dialogue are challenging to train, because linguistic and strategic aspects are entangled in latent state vectors. We introduce an approach to learning representations of messages in dialogues by…
In order to understand and control the search behavior of parallel search, recent work has proposed a class of constrained parallel greedy best-first search algorithms which only expands states that satisfy some constraint.However,…
We designed and built a game called \textit{Immersive Text Game}, which allows the player to choose a story and a character, and interact with other characters in the story in an immersive manner of dialogues. The game is based on several…
Game-based learning (GBL) is widely adopted in mathematics education. It enhances learners' engagement and critical thinking throughout the mathematics learning process. However, enabling players to learn intrinsically through mathematical…
Evaluating deep multiagent reinforcement learning (MARL) algorithms is complicated by stochasticity in training and sensitivity of agent performance to the behavior of other agents. We propose a meta-game evaluation framework for deep MARL,…
Resource-management tasks in modern operating and distributed systems continue to rely primarily on hand-designed heuristics for tasks such as scheduling, caching, or active queue management. Designing performant heuristics is an expensive,…
The pace of evolution of Large Language Models (LLMs) necessitates new approaches for rigorous and comprehensive evaluation. Traditional human annotation is increasingly impracticable due to the complexities and costs involved in generating…
Reinforcement learning agents naturally learn from extensive exploration. Exploration is costly and can be unsafe in $\textit{safety-critical}$ domains. This paper proposes a novel framework for incorporating domain knowledge to help guide…
Quality-Diversity algorithms, such as MAP-Elites, are a branch of Evolutionary Computation generating collections of diverse and high-performing solutions, that have been successfully applied to a variety of domains and particularly in…
AI algorithms for imperfect-information games are typically compared using performance metrics on individual games, making it difficult to assess robustness across game choices. Card games are a natural domain for imperfect information due…
Long-horizon planning in realistic environments requires the ability to reason over sequential tasks in high-dimensional state spaces with complex dynamics. Classical motion planning algorithms, such as rapidly-exploring random trees, are…
Retrieval Augmented Generation (RAG) has proven to be highly effective in boosting the generative performance of language model in knowledge-intensive tasks. However, existing RAG framework either indiscriminately perform retrieval or rely…
Resource allocation is the process of optimizing the rare resources. In the area of security, how to allocate limited resources to protect a massive number of targets is especially challenging. This paper addresses this resource allocation…
We introduce Emergent Trust Learning (ETL), a lightweight, trust-based control algorithm that can be plugged into existing AI agents. It enables these to reach cooperation in competitive game environments under shared resources. Each agent…
Real-Time Strategy (RTS) game unit generation is an unexplored area of Procedural Content Generation (PCG) research, which leaves the question of how to automatically generate interesting and balanced units unanswered. Creating unique and…
Quality Diversity (QD) algorithms such as MAP-Elites are a class of optimisation techniques that attempt to find many high performing points that all behave differently according to a user-defined behavioural metric. In this paper we…
Levels are a key component of many different video games, and a large body of work has been produced on how to procedurally generate game levels. Recently, Machine Learning techniques have been applied to video game level generation towards…