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Many application areas ranging from serious games for health to learning by demonstration in robotics, could benefit from large body movement datasets extracted from textual instructions accompanied by images. The interpretation of…

Human-Computer Interaction · Computer Science 2020-06-09 Himangshu Sarma , Robert Porzel , Jan Smeddinck , Rainer Malaka

Neural video game simulators emerged as powerful tools to generate and edit videos. Their idea is to represent games as the evolution of an environment's state driven by the actions of its agents. While such a paradigm enables users to play…

Computer Vision and Pattern Recognition · Computer Science 2024-01-23 Willi Menapace , Aliaksandr Siarohin , Stéphane Lathuilière , Panos Achlioptas , Vladislav Golyanik , Sergey Tulyakov , Elisa Ricci

Mixed-media tutorials, which integrate videos, images, text, and diagrams to teach procedural skills, offer more browsable alternatives than timeline-based videos. However, manually creating such tutorials is tedious, and existing automated…

Human-Computer Interaction · Computer Science 2024-03-14 Yuexi Chen , Vlad I. Morariu , Anh Truong , Zhicheng Liu

We are interested in the generation of navigation instructions, either in their own right or as training material for robotic navigation task. In this paper, we propose a new approach to navigation instruction generation by framing the…

Computation and Language · Computer Science 2024-03-29 Chengzu Li , Chao Zhang , Simone Teufel , Rama Sanand Doddipatla , Svetlana Stoyanchev

Node graph systems are used ubiquitously for material design in computer graphics. They allow the use of visual programming to achieve desired effects without writing code. As high-level design tools they provide convenience and…

Graphics · Computer Science 2023-04-27 Yiwei Hu , Paul Guerrero , Miloš Hašan , Holly Rushmeier , Valentin Deschaintre

We introduce GVGAI-LLM, a video game benchmark for evaluating the reasoning and problem-solving capabilities of large language models (LLMs). Built on the General Video Game AI framework, it features a diverse collection of arcade-style…

Artificial Intelligence · Computer Science 2026-05-19 Yuchen Li , Cong Lin , Muhammad Umair Nasir , Philip Bontrager , Jialin Liu , Julian Togelius

Interactive fictions, or text-adventures, are games in which a player interacts with a world entirely through textual descriptions and text actions. Text-adventure games are typically structured as puzzles or quests wherein the player must…

Computation and Language · Computer Science 2020-08-20 Prithviraj Ammanabrolu , William Broniec , Alex Mueller , Jeremy Paul , Mark O. Riedl

World building forms the foundation of any task that requires narrative intelligence. In this work, we focus on procedurally generating interactive fiction worlds---text-based worlds that players "see" and "talk to" using natural language.…

Artificial Intelligence · Computer Science 2020-01-29 Prithviraj Ammanabrolu , Wesley Cheung , Dan Tu , William Broniec , Mark O. Riedl

In spite of advances in gaming hardware and software, gameplay is often tainted with graphics errors, glitches, and screen artifacts. This proof of concept study presents a machine learning approach for automated detection of graphics…

Computer Vision and Pattern Recognition · Computer Science 2020-12-01 Parmida Davarmanesh , Kuanhao Jiang , Tingting Ou , Artem Vysogorets , Stanislav Ivashkevich , Max Kiehn , Shantanu H. Joshi , Nicholas Malaya

We introduce the AutoGRAMS framework for programming multi-step interactions with language models. AutoGRAMS represents AI agents as a graph, where each node can execute either a language modeling instruction or traditional code. Likewise,…

Computation and Language · Computer Science 2024-07-16 Ben Krause , Lucia Chen , Emmanuel Kahembwe

Data efficiency is a key challenge for deep reinforcement learning. We address this problem by using unlabeled data to pretrain an encoder which is then finetuned on a small amount of task-specific data. To encourage learning…

Mathematical reasoning with algebraic and graphical representations is essential for success in physics courses. Many problems require students to fluently move between algebraic and graphical representations. We developed a freely…

Teaching assembly programming is a fundamental component of undergraduate computer science education, yet many students struggle with its abstract and low-level concepts. Existing learning tools, such as simulators and visualisers, support…

Computers and Society · Computer Science 2026-03-02 Elliott Wen , Paul Denny , Andrew Luxton-Reilly , Sean Ma , Bruce Sham , Chenye Ni , Jun Seo , Yu Yang

Since the dawn of Trading Card Games, the genre has grown into a multi-billion-dollar industry engaging millions of analog and digital players worldwide. Popular TCGs rely on regular updates, balance adjustments, and rotating constraints to…

Artificial Intelligence · Computer Science 2026-05-01 Johannes Pfau , Panagiotis Vrettis

Understanding the behaviour of a system's API can be hard. Giving users access to relevant examples of how an API behaves has been shown to make this easier for them. In addition, such examples can be used to verify expected behaviour or…

Software Engineering · Computer Science 2023-08-30 Stefan Karlsson , John Hughes , Robbert Jongeling , Adnan Causevic , Daniel Sundmark

In visual instruction-following dialogue games, players can engage in repair mechanisms in face of an ambiguous or underspecified instruction that cannot be fully mapped to actions in the world. In this work, we annotate Instruction…

Computation and Language · Computer Science 2023-03-01 Brielen Madureira , David Schlangen

Text-based games present a unique class of sequential decision making problem in which agents interact with a partially observable, simulated environment via actions and observations conveyed through natural language. Such observations…

Machine Learning · Computer Science 2022-11-10 Mathieu Tuli , Andrew C. Li , Pashootan Vaezipoor , Toryn Q. Klassen , Scott Sanner , Sheila A. McIlraith

Procedural content generation via Machine Learning (PCGML) is the umbrella term for approaches that generate content for games via machine learning. One of the benefits of PCGML is that, unlike search or grammar-based PCG, it does not…

Artificial Intelligence · Computer Science 2018-09-26 Matthew Guzdial , Joshua Reno , Jonathan Chen , Gillian Smith , Mark Riedl

Game design hinges on understanding how static rules and content translate into dynamic player behavior - something modern generative systems that inspect only a game's code or assets struggle to capture. We present an automated design…

Artificial Intelligence · Computer Science 2025-07-18 Alex Zook , Josef Spjut , Jonathan Tremblay

Do current large language models (LLMs) better solve graph reasoning and generation tasks with parameter updates? In this paper, we propose InstructGraph, a framework that empowers LLMs with the abilities of graph reasoning and generation…

Computation and Language · Computer Science 2024-02-15 Jianing Wang , Junda Wu , Yupeng Hou , Yao Liu , Ming Gao , Julian McAuley
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