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The ability for computational agents to reason about the high-level content of real world scene images is important for many applications. Existing attempts at addressing the problem of complex scene understanding lack representational…

Computer Vision and Pattern Recognition · Computer Science 2018-02-20 Zachary A. Daniels , Dimitris N. Metaxas

Procedural Content Generation via Reinforcement Learning (PCGRL) offers a method for training controllable level designer agents without the need for human datasets, using metrics that serve as proxies for level quality as rewards. Existing…

Artificial Intelligence · Computer Science 2025-10-07 Sam Earle , Zehua Jiang , Eugene Vinitsky , Julian Togelius

Machine learning based autonomous driving systems often face challenges with safety-critical scenarios that are rare in real-world data, hindering their large-scale deployment. While increasing real-world training data coverage could…

Machine Learning · Computer Science 2024-09-13 Yuan Yin , Pegah Khayatan , Éloi Zablocki , Alexandre Boulch , Matthieu Cord

Long-tail and rare event problems become crucial when autonomous driving algorithms are applied in the real world. For the purpose of evaluating systems in challenging settings, we propose a generative framework to create safety-critical…

Robotics · Computer Science 2020-07-24 Wenhao Ding , Baiming Chen , Minjun Xu , Ding Zhao

Generative AI can be used in multi-actor environments with purposes ranging from social science modeling to interactive narrative and AI evaluation. Supporting this diversity of use cases -- which we classify as Simulationist, Dramatist,…

Ensuring the functional correctness and safety of autonomous vehicles is a major challenge for the automotive industry. However, exhaustive physical test drives are not feasible, as billions of driven kilometers would be required to obtain…

Software Engineering · Computer Science 2021-02-09 Barbara Schuett , Thilo Braun , Stefan Otten , Eric Sax

Scenario-based testing is a promising method to develop, verify and validate automated driving systems (ADS) since pure on-road testing seems inefficient for complex traffic environments. A major challenge for this approach is the provision…

Software Engineering · Computer Science 2024-04-22 Michael Schuldes , Christoph Glasmacher , Lutz Eckstein

Procedural Content Generation (PCG) refers to the practice, in videogames and other games, of generating content such as levels, quests, or characters algorithmically. Motivated by the need to make games replayable, as well as to reduce…

Artificial Intelligence · Computer Science 2020-03-18 Sebastian Risi , Julian Togelius

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…

Human-Computer Interaction · Computer Science 2016-07-05 Adam James Summerville , Sam Snodgrass , Michael Mateas , Santiago Ontañón

Work zone navigation remains one of the most challenging manoeuvres for autonomous vehicles (AVs), where constrained geometries and unpredictable traffic patterns create a high-risk environment. Despite extensive research on AV trajectory…

Multiagent Systems · Computer Science 2026-03-23 Mayar Nour , Atrisha Sarkar , Mohamed H. Zaki

Simulation is a crucial component of any robotic system. In order to simulate correctly, we need to write complex rules of the environment: how dynamic agents behave, and how the actions of each of the agents affect the behavior of others.…

Computer Vision and Pattern Recognition · Computer Science 2020-05-26 Seung Wook Kim , Yuhao Zhou , Jonah Philion , Antonio Torralba , Sanja Fidler

We address the challenge of reliable and efficient interaction in autonomous multi-agent systems, where agents must balance long-term strategic objectives with short-term dynamic adaptation. We propose context-triggered contingency games, a…

Robotics · Computer Science 2026-04-01 Kilian Schweppe , Anne-Kathrin Schmuck

Chemical reactions are the fundamental building blocks of drug design and organic chemistry research. In recent years, there has been a growing need for a large-scale deep-learning framework that can efficiently capture the basic rules of…

Machine Learning · Computer Science 2024-03-08 Bo Qiang , Yiran Zhou , Yuheng Ding , Ningfeng Liu , Song Song , Liangren Zhang , Bo Huang , Zhenming Liu

The primary objective of a diverse planning approach is to generate a set of plans that are distinct from one another. Such an approach is applied in a variety of real-world domains, including risk management, automated stream data…

Artificial Intelligence · Computer Science 2026-02-17 Mustafa F. Abdelwahed , Joan Espasa , Alice Toniolo , Ian P. Gent

Autonomous systems, such as self-driving vehicles, quadrupeds, and robot manipulators, are largely enabled by the rapid development of artificial intelligence. However, such systems involve several trustworthy challenges such as safety,…

Robotics · Computer Science 2023-05-02 Wenhao Ding

Prior research has explored potential applications of video games in programming education to elicit computational thinking skills. However, existing approaches are often either too general, not taking into account the diversity of genres…

Multimedia · Computer Science 2024-07-08 Giulio Barbero , Marcello A. Gómez-Maureira , Felienne F. J. Hermans

Terrains are the main part of an electronic game. To reduce human effort on game development, procedural techniques are used to generate synthetic terrains. However rendering a terrain is not a trivial task. Their rendering techniques must…

Graphics · Computer Science 2018-03-14 Ricardo B. D. d'Oliveira , Antonio L. Apolinário

Procedural content generation in video games has a long history. Existing procedural content generation methods, such as search-based, solver-based, rule-based and grammar-based methods have been applied to various content types such as…

Artificial Intelligence · Computer Science 2020-10-12 Jialin Liu , Sam Snodgrass , Ahmed Khalifa , Sebastian Risi , Georgios N. Yannakakis , Julian Togelius

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…

Artificial Intelligence · Computer Science 2016-03-10 Matthew Guzdial , Mark Riedl

We propose the problem of tutorial generation for games, i.e. to generate tutorials which can teach players to play games, as an AI problem. This problem can be approached in several ways, including generating natural language descriptions…

Artificial Intelligence · Computer Science 2018-05-31 Michael Cerny Green , Ahmed Khalifa , Gabriella A. B. Barros , Julian Togelius