Related papers: Generative Forensics: Procedural Generation and In…
Search-based procedural content generation (PCG) is a well-known method for level generation in games. Its key advantage is that it is generic and able to satisfy functional constraints. However, due to the heavy computational costs to run…
Decomposition, i.e. independently analyzing possible subgames, has proven to be an essential principle for effective decision-making in perfect information games. However, in imperfect information games, decomposition has proven to be…
A hallmark of human intelligence is the ability to ask rich, creative, and revealing questions. Here we introduce a cognitive model capable of constructing human-like questions. Our approach treats questions as formal programs that, when…
General game playing (GGP) is a framework for evaluating an agent's general intelligence across a wide range of tasks. In the GGP competition, an agent is given the rules of a game (described as a logic program) that it has never seen…
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…
Historically applied exclusively to perfect information games, depth-limited search with value functions has been key to recent advances in AI for imperfect information games. Most prominent approaches with strong theoretical guarantees…
We describe nearly fifteen years of General Game Playing experimental research history in the context of reproducibility and fairness of comparisons between various GGP agents and systems designed to play games described by different…
The Instruction-Driven Game Engine (IDGE) project aims to democratize game development by enabling a large language model (LLM) to follow free-form game descriptions and generate game-play processes. The IDGE allows users to create games…
Generating a game is not the same as making one that can be played. Despite advances in code generation, existing approaches treat game generation as one-shot translation from prompt to artifact, leaving interaction-level failures…
At its core, information access and seeking is an interactive process. In existing search engines, interactions are limited to a few pre-defined actions, such as "requery", "click on a document", "scrolling up/down", "going to the next…
Games have long been a microcosm for studying planning and reasoning in both natural and artificial intelligence, especially with a focus on expert-level or even super-human play. But real life also pushes human intelligence along a…
This short note is devoted to the unraveling of the hidden interactivity of ordinary games which is an artefact of predictions of the behaviour of other players by the fixed player and describes deviations of their real behaviour from such…
In this paper, we address the problem of creating believable agents (virtual characters) in video games. We consider only one meaning of believability, ``giving the feeling of being controlled by a player'', and outline the problem of its…
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…
Hybrid games are models which combine discrete, continuous, and adversarial dynamics. Game logic enables proving (classical) existence of winning strategies. We introduce constructive differential game logic (CdGL) for hybrid games, where…
Procedural content generation via machine learning (PCGML) in games involves using machine learning techniques to create game content such as maps and levels. 2D tile-based game levels have consistently served as a standard dataset for…
Procedural terrain generation for video games has been traditionally been done with smartly designed but handcrafted algorithms that generate heightmaps. We propose a first step toward the learning and synthesis of these using recent…
The chapter discusses the foundational impact of modern generative AI models on information access (IA) systems. In contrast to traditional AI, the large-scale training and superior data modeling of generative AI models enable them to…
Recent years, there has been growing interests in experience-driven procedural level generation. Various metrics have been formulated to model player experience and help generate personalised levels. In this work, we question whether…
We introduce and investigate a range of general notions of a game. Our principal notion is based on a set of agents modifying a relational structure in a discrete evolution sequence. We also introduce and study a variety of ways to model…