Related papers: Intelligent Middle-Level Game Control
Intelligent behaviour in the physical world exhibits structure at multiple spatial and temporal scales. Although movements are ultimately executed at the level of instantaneous muscle tensions or joint torques, they must be selected to…
Real-time in-between motion generation is universally required in games and highly desirable in existing animation pipelines. Its core challenge lies in the need to satisfy three critical conditions simultaneously: quality, controllability…
Large language models (LLMs) are bringing richer dialogue and social behavior into games, but they also expose a control problem that existing game interfaces do not directly address: how should LLM characters participate in live…
The emergence of complex life on Earth is often attributed to the arms race that ensued from a huge number of organisms all competing for finite resources. We present an artificial intelligence research environment, inspired by the human…
The novel technique introduced here aims to accomplish the first stage of transferring low-level cognitive skills between two individuals (e.g. from expert to learner) to ease the consecutive higher level declarative learning process for…
The balancing process for game levels in competitive two-player contexts involves a lot of manual work and testing, particularly for non-symmetrical game levels. In this work, we frame game balancing as a procedural content generation task…
Decision-making in automated driving must consider interactions with surrounding agents to be effective. However, traditional methods often neglect or oversimplify these interactions because they are difficult to model and solve, which can…
This paper introduces a novel framework for modeling interacting humans in a multi-stage game. This "iterated semi network-form game" framework has the following desirable characteristics: (1) Bounded rational players, (2) strategic players…
QWOP is a browser-based, 2-dimensional flash game in which the player controls an Olympic sprinter competing in a simulated 100-meter race. The goal of the game is to advance the runner to the end of the 100-meter race as quickly as…
The intuitive collaboration of humans and intelligent robots (embodied AI) in the real-world is an essential objective for many desirable applications of robotics. Whilst there is much research regarding explicit communication, we focus on…
Intrinsic rewards were introduced to simulate how human intelligence works; they are usually evaluated by intrinsically-motivated play, i.e., playing games without extrinsic rewards but evaluated with extrinsic rewards. However, none of the…
Human-AI collaboration is typically offered in one of two of user control levels: guidance, where the AI provides suggestions and the human makes the final decision, and delegation, where the AI acts autonomously within user-defined…
We aim to build complex humanoid agents that integrate perception, motor control, and memory. In this work, we partly factor this problem into low-level motor control from proprioception and high-level coordination of the low-level skills…
Achieving human-AI alignment in complex multi-agent games is crucial for creating trustworthy AI agents that enhance gameplay. We propose a method to evaluate this alignment using an interpretable task-sets framework, focusing on high-level…
Most games have, or can be generalised to have, a number of parameters that may be varied in order to provide instances of games that lead to very different player experiences. The space of possible parameter settings can be seen as a…
Mean field games and controls involve guiding the behavior of large populations of interacting agents, where each individual's influence on the group is negligible but collectively impacts overall dynamics. Hybrid systems integrate…
Supporting real-time interactions between human controllers and remote devices remains a challenging goal in the Metaverse due to the stringent requirements on computing workload, communication throughput, and round-trip latency. In this…
We develop the linear programming approach to mean-field games in a general setting. This relaxed control approach allows to prove existence results under weak assumptions, and lends itself well to numerical implementation. We consider…
This paper presents a mid-level planning system for object reorientation. It includes a grasp planner, a placement planner, and a regrasp sequence solver. Given the initial and goal poses of an object, the mid-level planning system finds a…
In repeated interactions between individuals, we do not expect that exactly the same situation will occur from one time to another. Contrary to what is common in models of repeated games in the literature, most real situations may differ a…