Related papers: Automatic Playtesting for Game Parameter Tuning vi…
Playing video games requires perception, memory, and planning, exactly the faculties modern large language model (LLM) agents are expected to master. We study the major challenges in using popular video games to evaluate modern LLMs and…
This article identifies a gap between the existence of a various psychometric tests approaches and other team performance assessment tools (e.g. business and management games). As a response to the lack of tools able to utilize the…
The use of Artificial Intelligence (AI) for play-testing is still on the sidelines of main applications of AI in games compared to performance-oriented game-playing. One of the main purposes of play-testing a game is gathering data on the…
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…
Competitive online games use rating systems to match players with similar skills to ensure a satisfying experience for players. In this paper, we focus on the importance of addressing different aspects of playing behavior when modeling…
There has been significant progress in deep reinforcement learning (RL) in recent years. Nevertheless, finding suitable hyperparameter configurations and reward functions remains challenging even for experts, and performance heavily relies…
This study examines vulnerabilities in transformer-based automated short-answer grading systems used in medical education, with a focus on how these systems can be manipulated through adversarial gaming strategies. Our research identifies…
Automatically evaluating the quality of dialogue responses for unstructured domains is a challenging problem. Unfortunately, existing automatic evaluation metrics are biased and correlate very poorly with human judgements of response…
Adding game elements to higher education is an increasingly common practice. As a result, many recent empirical studies focus on studying the effectiveness of gamified or game-based educational experiences. The findings of these studies are…
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…
Constraining the parameters of physical models with $>5-10$ parameters is a widespread problem in fields like particle physics and astronomy. The generation of data to explore this parameter space often requires large amounts of…
Autonomous artificial agents must be able to learn behaviors in complex environments without humans to design tasks and rewards. Designing these functions for each environment is not feasible, thus, motivating the development of intrinsic…
An important challenge in non-cooperative game theory is coordinating on a single (approximate) equilibrium from many possibilities - a challenge that becomes even more complex when players hold private information. Recommender mechanisms…
Self-play post-training methods has emerged as an effective approach for finetuning large language models and turn the weak language model into strong language model without preference data. However, the theoretical foundations for…
Testing video games is an increasingly difficult task as traditional methods fail to scale with growing software systems. Manual testing is a very labor-intensive process, and therefore quickly becomes cost prohibitive. Using scripts for…
Automatic performance tuning (auto-tuning) is widely used to optimize performance-critical applications across many scientific domains by finding the best program variant among many choices. Efficient optimization algorithms are crucial for…
Machine learning systems are often used in settings where individuals adapt their features to obtain a desired outcome. In such settings, strategic behavior leads to a sharp loss in model performance in deployment. In this work, we aim to…
Policies trained in simulation often fail when transferred to the real world due to the `reality gap' where the simulator is unable to accurately capture the dynamics and visual properties of the real world. Current approaches to tackle…
Deducing whodunit proves challenging for LLM agents. In this paper, we implement a text-based multi-agent version of the classic board game Clue as a rule-based testbed for evaluating multi-step deductive reasoning, with six agents drawn…
We consider active learning under incentive compatibility constraints. The main application of our results is to economic experiments, in which a learner seeks to infer the parameters of a subject's preferences: for example their attitudes…