Related papers: Automated Let's Play Commentary
Formal models of games help us account for and predict behavior, leading to more robust and innovative designs. While the games research community has proposed many formalisms for both the "game half" (game models, game description…
Audience feedback is crucial for refining video content, yet it typically comes after publication, limiting creators' ability to make timely adjustments. To bridge this gap, we introduce SimTube, a generative AI system designed to simulate…
Many reinforcement learning environments (e.g., Minecraft) provide only sparse rewards that indicate task completion or failure with binary values. The challenge in exploration efficiency in such environments makes it difficult for…
As Machine Learning (ML) systems becomes more ubiquitous, ensuring the fair and equitable application of their underlying algorithms is of paramount importance. We argue that one way to achieve this is to proactively cultivate public…
Recent advances in image captioning task have led to increasing interests in video captioning task. However, most works on video captioning are focused on generating single input of aggregated features, which hardly deviates from image…
This paper introduces MazeBase: an environment for simple 2D games, designed as a sandbox for machine learning approaches to reasoning and planning. Within it, we create 10 simple games embodying a range of algorithmic tasks (e.g. if-then…
To solve the existing sentence punctuation problem for collaborative commentary generation in Esports live-streaming, this paper presents two strategies for sentence punctuation for text sequences of game commentary, that is, punctuating…
The automatic generation of game tutorials is a challenging AI problem. While it is possible to generate annotations and instructions that explain to the player how the game is played, this paper focuses on generating a gameplay experience…
Levels are a key component of many different video games, and a large body of work has been produced on how to procedurally generate game levels. Recently, Machine Learning techniques have been applied to video game level generation towards…
Game maps are useful for human players, general-game-playing agents, and data-driven procedural content generation. These maps are generally made by hand-assembling manually-created screenshots of game levels. Besides being tedious and…
Machine learning is an important tool for decision making, but its ethical and responsible application requires rigorous vetting of its interpretability and utility: an understudied problem, particularly for natural language processing…
In this paper, we develop a Mean Field Games approach to Cluster Analysis. We consider a finite mixture model, given by a convex combination of probability density functions, to describe the given data set. We interpret a data point as an…
Computer games represent an ideal research domain for the next generation of personalized digital applications. This paper presents a player-centered framework of AI for game personalization, complementary to the commonly used…
Large Language Models (LLMs) have recently emerged as powerful tools for natural language generation, with applications spanning from content creation to social simulations. Their ability to mimic human interactions raises both…
Highlights in a sport video are usually referred as actions that stimulate excitement or attract attention of the audience. A big effort is spent in designing techniques which find automatically highlights, in order to automatize the…
An important task for recommender system is to generate explanations according to a user's preferences. Most of the current methods for explainable recommendations use structured sentences to provide descriptions along with the…
We present Direct Assessment, a method for manually assessing the quality of automatically-generated captions for video. Evaluating the accuracy of video captions is particularly difficult because for any given video clip there is no…
In general, video games not only prevail in entertainment but also have become an alternative methodology for knowledge learning, skill acquisition and assistance for medical treatment as well as health care in education,…
This paper introduces a fully automatic method for generating video game tutorials. The AtDELFI system (AuTomatically DEsigning Legible, Full Instructions for games) was created to investigate procedural generation of instructions that…
In reinforcement learning (RL), the term self-play describes a kind of multi-agent learning (MAL) that deploys an algorithm against copies of itself to test compatibility in various stochastic environments. As is typical in MAL, the…