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Learning paradigms involving varying levels of supervision have received a lot of interest within the computer vision and machine learning communities. The supervisory information is typically considered to come from a human supervisor -- a…
Classic evaluation methods of believable agents are time-consuming because they involve many human to judge agents. They are well suited to validate work on new believable behaviours models. However, during the implementation, numerous…
Strategic interactions between a group of individuals or organisations can be modelled as games played on networks, where a player's payoff depends not only on their actions but also on those of their neighbours. Inferring the network…
There is a high demand for high-quality Non-Player Characters (NPCs) in video games. Hand-crafting their behavior is a labor intensive and error prone engineering process with limited controls exposed to the game designers. We propose to…
Conventional wisdom suggests that pre-training Vision Transformers (ViT) improves downstream performance by learning useful representations. Is this actually true? We investigate this question and find that the features and representations…
Deep learning is known to be data-hungry, which hinders its application in many areas of science when datasets are small. Here, we propose to use transfer learning methods to migrate knowledge between different physical scenarios and…
In a social system, the self-interest of agents can be detrimental to the collective good, sometimes leading to social dilemmas. To resolve such a conflict, a central designer may intervene by either redesigning the system or incentivizing…
In this paper, we propose an approach for transferring the knowledge of a neural model for sequence labeling, learned from the source domain, to a new model trained on a target domain, where new label categories appear. Our transfer…
Evolutionary game theory is a common framework to study the evolution of cooperation, where it is usually assumed that the same game is played in all interactions. Here, we investigate a model where the game that is played by two…
We present a simple and intuitive approach for interactive control of physically simulated characters. Our work builds upon generative adversarial networks (GAN) and reinforcement learning, and introduces an imitation learning framework…
Visual attention serves as a means of feature selection mechanism in the perceptual system. Motivated by Broadbent's leaky filter model of selective attention, we evaluate how such mechanism could be implemented and affect the learning…
Transfer learning techniques are important to handle small training sets and to allow for quick generalization even from only a few examples. The following paper is the introduction as well as the literature overview part of my thesis…
The emergence of communication systems between agents which learn to play referential signalling games with realistic images has attracted a lot of attention recently. The majority of work has focused on using fixed, pretrained image…
Transparency and security are both central to Responsible AI, but they may conflict in adversarial settings. We investigate the strategic effect of transparency for agents through the lens of transferable adversarial example attacks. In…
The ability to plan and execute goal specific actions in varied, unexpected settings is a central requirement of intelligent agents. In this paper, we explore how an agent can be equipped with an internal model of the dynamics of the…
Balancing games, especially those with asymmetric multiplayer content, requires significant manual effort and extensive human playtesting during development. For this reason, this work focuses on generating balanced levels tailored to…
This paper focuses on "tracing player knowledge" in educational games. Specifically, given a set of concepts or skills required to master a game, the goal is to estimate the likelihood with which the current player has mastery of each of…
Vision-and-Language Navigation (VLN) requires an agent to navigate in a real-world environment following natural language instructions. From both the textual and visual perspectives, we find that the relationships among the scene, its…
In this article we study the problem of training intelligent agents using Reinforcement Learning for the purpose of game development. Unlike systems built to replace human players and to achieve super-human performance, our agents aim to…
Research involving virtual reality (VR) has dramatically increased since the introduction of consumer VR systems. In turn, research on VR games has gained popularity within several fields. However, most VR games are closed source, which…