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In computer games, traditional procedural terrain generation relies on a grid of vertices, with each point representing terrain elevation. For each square in the grid, two triangles are created by connecting fixed vertex indices, resulting…
We present practical approaches of using deep learning to create and enhance level maps and textures for video games -- desktop, mobile, and web. We aim to present new possibilities for game developers and level artists. The task of…
This paper proposes an online path planning and motion generation algorithm for heterogeneous robot teams performing target search in a real-world environment. Path selection for each robot is optimized using an information-theoretic…
Open-ended AI agents need to be able to learn efficiently goals of increasing complexity, abstraction and heterogeneity over their lifetime. Beyond sampling efficiently their own goals, autotelic agents specifically need to be able to keep…
The most important factors which contribute to the efficiency of game-theoretical algorithms are time and game complexity. In this study, we have offered an elegant method to deal with high complexity of game theoretic multi-objective…
Despite recent advances, goal-directed generation of structured discrete data remains challenging. For problems such as program synthesis (generating source code) and materials design (generating molecules), finding examples which satisfy…
Hierarchical Extreme Multi-Label Classification poses greater difficulties compared to traditional multi-label classification because of the intricate hierarchical connections of labels within a domain-specific taxonomy and the substantial…
Maximally entangled Eisert-Lewenstein-Wilkens games are analyzed. For a general class of gate operators defined in the previous papers of the first author the general conditions are derived which allow to determine the form of gate…
This paper uses category theory to develop an entirely new approach to approximate game theory. Game theory is the study of how different agents within a multi-agent system take decisions. At its core, game theory asks what an optimal…
Deep Reinforcement Learning has been shown to be very successful in complex games, e.g. Atari or Go. These games have clearly defined rules, and hence allow simulation. In many practical applications, however, interactions with the…
We present PORTAL, a novel framework for developing artificial intelligence agents capable of playing thousands of 3D video games through language-guided policy generation. By transforming decision-making problems into language modeling…
Procedural Content Generation via Machine Learning (PCGML) faces a significant hurdle that sets it apart from other fields, such as image or text generation, which is limited annotated data. Many existing methods for procedural level…
In this article, we present an experimental approach to using parameterized Generative Adversarial Networks (GANs) to produce levels for the puzzle game Lily's Garden. We extract two condition vectors from the real levels in an effort to…
Recent advancements in procedural content generation via machine learning enable the generation of video-game levels that are aesthetically similar to human-authored examples. However, the generated levels are often unplayable without…
Malware attacks are costly. To mitigate against such attacks, organizations deploy malware detection tools that help them detect and eventually resolve those threats. While running only the best available tool does not provide enough…
Reinforcement learning (RL) studies how an agent comes to achieve reward in an environment through interactions over time. Recent advances in machine RL have surpassed human expertise at the world's oldest board games and many classic video…
Procedural generation of initial states of state-space search problems have applications in human and machine learning as well as in the evaluation of planning systems. In this paper we deal with the task of generating hard and solvable…
Open-endedness, primarily studied in the context of artificial life, is the ability of systems to generate potentially unbounded ontologies of increasing novelty and complexity. Engineering generative systems displaying at least some degree…
Algorithm selection is typically based on models of algorithm performance, learned during a separate offline training sequence, which can be prohibitively expensive. In recent work, we adopted an online approach, in which a performance…
Quantum phenomena have remained largely inaccessible to the general public. This can be attributed to the fact that we do not experience quantum mechanics on a tangible level in our daily lives. Games can provide an environment in which…