Related papers: ELIMINATION from Design to Analysis
Many games are reliant on creating new and engaging content constantly to maintain the interest of their player-base. One such example are puzzle games, in such it is common to have a recurrent need to create new puzzles. Creating new…
We attempt to automate various artistic processes by inventing a set of drawing games, analogous to the approach taken by emergent language research in inventing communication games. A critical difference is that drawing games demand much…
Machine learning for procedural content generation has recently become an active area of research. Levels vary in both form and function and are mostly unrelated to each other across games. This has made it difficult to assemble suitably…
Subtraction games is a class of combinatorial games. It was solved since the Sprague-Grundy Theory was put forward. This paper described a new algorithm for subtraction games. The new algorithm can find win or lost positions in subtraction…
Many games of interest in the real world are often intractably large, thereby necessitating the use of game abstraction to shrink them in size, typically by many magnitudes. Over the last two decades, there have been significant advances in…
Reasoning is an essential skill to enable Large Language Models (LLMs) to interact with the world. As tasks become more complex, they demand increasingly sophisticated and diverse reasoning capabilities for sequential decision-making,…
Game designs often center on the game mechanics---rules governing the logical evolution of the game. We seek to develop an intelligent system that generates computer games. As first steps towards this goal we present a composable and…
We introduce quantitative reductions, a novel technique for structuring the space of quantitative games and solving them that does not rely on a reduction to qualitative games. We show that such reductions exhibit the same desirable…
In this paper, we analyse inspection games with an evolutionary perspective. In our evolutionary inspection game with a large population, each individual is not a rational payoff maximiser, but periodically updates his strategy if he…
We present an approach to generate novel computer game levels that blend different game concepts in an unsupervised fashion. Our primary contribution is an analogical reasoning process to construct blends between level design models learned…
A model checking computation checks whether a given logical sentence is true in a given finite structure. Provenance analysis abstracts from such a computation mathematical information on how the result depends on the atomic data that…
There is renewed interest in simulating language emergence among deep neural agents that communicate to jointly solve a task, spurred by the practical aim to develop language-enabled interactive AIs, as well as by theoretical questions…
This paper presents a data-driven study focusing on analyzing and predicting sentence deletion -- a prevalent but understudied phenomenon in document simplification -- on a large English text simplification corpus. We inspect various…
Generative adversarial networks (GANs) are quickly becoming a ubiquitous approach to procedurally generating video game levels. While GAN generated levels are stylistically similar to human-authored examples, human designers often want to…
Attribute-driven software architecture design aims to provide decision support by taking into account the quality attributes of softwares. A central question in this process is: What architecture design best fulfills the desirable software…
Wordle is a single-player word-based game where the objective is to guess the 5-letter word in a maximum of 6 tries. The game was released to the public in October 2021 and has since gained popularity with people competing against each…
Machine playtesting tools and game moment search engines require exposure to the diversity of a game's state space if they are to report on or index the most interesting moments of possible play. Meanwhile, mobile app distribution services…
In this paper, we develop a game-theoretic account of concurrent separation logic. To every execution trace of the Code confronted to the Environment, we associate a specification game where Eve plays for the Code, and Adam for the…
Games are often designed to shape player behavior in a desired way; however, it can be unclear how design decisions affect the space of behaviors in a game. Designers usually explore this space through human playtesting, which can be…
This Survey provides an overview of techniques in termination analysis for programs with numerical variables and transitions defined by linear constraints. This subarea of program analysis is challenging due to the existence of undecidable…