Related papers: ELIMINATION from Design to Analysis
The Resistance: Avalon is a partially observable social deduction game. This area of AI game playing is fairly undeveloped. Implementing an AI for this game involves multiple components specific to each phase as well as role in the game. In…
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…
The generation of comprehensible explanations is an essential feature of modern artificial intelligence systems. In this work, we consider probabilistic logic programming, an extension of logic programming which can be useful to model…
We introduce a new language learning setting relevant to building adaptive natural language interfaces. It is inspired by Wittgenstein's language games: a human wishes to accomplish some task (e.g., achieving a certain configuration of…
This paper introduces a model based upon games on an evolving network, and develops three clustering algorithms according to it. In the clustering algorithms, data points for clustering are regarded as players who can make decisions in…
Compositional Game Theory is a new, recently introduced model of economic games based upon the computer science idea of compositionality. In it, complex and irregular games can be built up from smaller and simpler games, and the equilibria…
Combinatorial games lead to several interesting, clean problems in algorithms and complexity theory, many of which remain open. The purpose of this paper is to provide an overview of the area to encourage further research. In particular, we…
Cut-elimination is the bedrock of proof theory with a multitude of applications from computational interpretations to proof analysis. It is also the starting point for important meta-theoretical investigations including decidability,…
Exploration is a key part of many video games. We investigate the using an exploratory agent to provide feedback on the design of procedurally generated game levels, 5 engaging levels and 5 unengaging levels. We expand upon a framework…
Under the assumptions that (i) gamification consists of various types of users that experience game design elements differently; and (ii) gamification is deployed in order to achieve some goal in the broadest sense, we pose the gamification…
Probabilistic inference algorithms for finding the most probable explanation, the maximum aposteriori hypothesis, and the maximum expected utility and for updating belief are reformulated as an elimination--type algorithm called bucket…
Methods for dynamic difficulty adjustment allow games to be tailored to particular players to maximize their engagement. However, current methods often only modify a limited set of game features such as the difficulty of the opponents, or…
A sliding puzzle is a combination puzzle where a player slide pieces along certain routes on a board to reach a certain end-configuration. In this paper, we propose a novel measurement of complexity of massive sliding puzzles with…
Although automated test generation is common in many programming domains, games still challenge test generators due to their heavy randomisation and hard-to-reach program states. Neuroevolution combined with search-based software testing…
Working in a semi-constructive logical system that supports the extraction of concurrent programs, we extract a program inverting non-singular real valued matrices from a constructive proof based on Gaussian elimination. Concurrency is used…
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…
Riddles are concise linguistic puzzles that describe an object or idea through indirect, figurative, or playful clues. They are a longstanding form of creative expression, requiring the solver to interpret hints, recognize patterns, and…
Large Language Models (LLMs) have proven their worth across a diverse spectrum of disciplines. LLMs have shown great potential in Procedural Content Generation (PCG) as well, but directly generating a level through a pre-trained LLM is…
Deterministic game-solving algorithms are conventionally analyzed in the light of their average-case complexity against a distribution of random game-trees, where leaf values are independently sampled from a fixed distribution. This…
Expressive range analysis is a visualization-based technique used to evaluate the performance of generative models, particularly in game level generation. It typically employs two quantifiable metrics to position generated artifacts on a 2D…