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We present a framework for generating physically realizable assembly instructions from natural language descriptions. Unlike unconstrained text-to-3D approaches, our method operates within a discrete parts vocabulary, enforcing geometric…
The objective of this work is to manipulate visual timelines (e.g. a video) through natural language instructions, making complex timeline editing tasks accessible to non-expert or potentially even disabled users. We call this task…
Given video demonstrations and paired narrations of an at-home procedural task such as changing a tire, we present an approach to extract the underlying task structure -- relevant actions and their temporal dependencies -- via…
In recent years, there has been a growing application of mixed-initiative co-creative approaches in the creation of video games. The rapid advances in the capabilities of artificial intelligence (AI) systems further propel creative…
Generative AI promises to allow people to create high-quality personalized media. Although powerful, we identify three fundamental design problems with existing tooling through a literature review. We introduce a multimodal generative AI…
Video games are a natural and synergistic application domain for artificial intelligence (AI) systems, offering both the potential to enhance player experience and immersion, as well as providing valuable benchmarks and virtual environments…
In this work, we present an approach to construct a video-based robot policy capable of reliably executing diverse tasks across different robots and environments from few video demonstrations without using any action annotations. Our method…
Automated test generation has become a key technique for ensuring software quality, particularly in modern API-based architectures. However, automatically generated test cases are typically assigned non-descriptive names (e.g., test0,…
While generative AI enables high-fidelity UI generation from text prompts, users struggle to articulate design intent and evaluate or refine results-creating gulfs of execution and evaluation. To understand the information needed for UI…
Interactive fiction games have emerged as an important application to improve the generalization capabilities of language-based reinforcement learning (RL) agents. Existing environments for interactive fiction games are domain-specific or…
Large Language Models (LLMs) have shown great ability in generating executable code from natural language, opening the possibility of automatically constructing environments for AI agents. Recent work on Code World Models (CWMs)…
Graph neural networks (GNNs) have emerged as state-of-the-art methods to learn from graph-structured data for recommendation. However, most existing GNN-based recommendation methods focus on the optimization of model structures and learning…
The Digital Ludeme Project (DLP) aims to reconstruct and analyse over 1000 traditional strategy games using modern techniques. One of the key aspects of this project is the development of Ludii, a general game system that will be able to…
Game semantics has proven to be a robust method to give compositional semantics for a variety of higher-order programming languages. However, due to the complexity of most game models, game semantics has remained unapproachable for…
We propose the study of mathematical ludology, which aims to formally interrogate questions of interest to game studies and game design in particular. The goal is to extend our mathematical understanding of complex games beyond…
Automatic documentation generation tools, or auto docs, are widely used to visualize information about APIs. However, each auto doc tool comes with its own unique representation of API information. In this paper, I use an information…
Games are usually created incrementally, requiring repeated testing of the same scenarios, which is a tedious and error-prone task for game developers. Therefore, we aim to alleviate this game testing process by encapsulating it into a game…
The large language model (LLM) based agents have demonstrated their capacity to automate and expedite software development processes. In this paper, we focus on game development and propose a multi-agent collaborative framework, dubbed…
We introduce a model that learns to convert simple hand drawings into graphics programs written in a subset of \LaTeX. The model combines techniques from deep learning and program synthesis. We learn a convolutional neural network that…
We develop the first theory of control-flow graphs from first principles, and use it to create an algorithm for automatically synthesizing many variants of control-flow graph generators from a language's operational semantics. Our approach…