Related papers: Generative Forensics: Procedural Generation and In…
In this Information system age many organizations consider information system as their weapon to compete or gain competitive advantage or give the best services for non profit organizations. Game Information System as combining Information…
In imperfect-information games, subgame solving is significantly more challenging than in perfect-information games, but in the last few years, such techniques have been developed. They were the key ingredient to the milestone of superhuman…
We introduce games with probabilistic uncertainty, a natural model for controller synthesis in which the controller observes the state of the system through imprecise sensors that provide correct information about the current state with a…
Predicting the dynamics of interacting objects is essential for both humans and intelligent systems. However, existing approaches are limited to simplified, toy settings and lack generalizability to complex, real-world environments. Recent…
Generative models are trained with the simple objective of imitating the conditional probability distribution induced by the data they are trained on. Therefore, when trained on data generated by humans, we may not expect the artificial…
We consider misinformation games, i.e., multi-agent interactions where the players are misinformed with regards to the game that they play, essentially having an \emph{incorrect} understanding of the game setting, without being aware of…
We present a literature survey on non-interactive computational story generation. The article starts with the presentation of requirements for creative systems, three types of models of creativity (computational, socio-cultural, and…
This survey explores Procedural Content Generation via Machine Learning (PCGML), defined as the generation of game content using machine learning models trained on existing content. As the importance of PCG for game development increases,…
World building forms the foundation of any task that requires narrative intelligence. In this work, we focus on procedurally generating interactive fiction worlds---text-based worlds that players "see" and "talk to" using natural language.…
Consider a multiplayer game, and assume a system level objective function, which the system wants to optimize, is given. This paper aims at accomplishing this goal via potential game theory when players can only get part of other players'…
We propose a categorical framework for processes which interact bidirectionally with both an environment and a 'controller'. Examples include open learners, in which the controller is an optimiser such as gradient descent, and an approach…
Motion generation, the task of synthesizing realistic motion sequences from various conditioning inputs, has become a central problem in computer vision, computer graphics, and robotics, with applications ranging from animation and virtual…
We present a general computation model inspired in the notion of information hiding in software engineering. This model has the form of a game which we call quiz game. It allows in a uniform way to prove exponential lower bounds for several…
Deploying machine learning models in production may allow adversaries to infer sensitive information about training data. There is a vast literature analyzing different types of inference risks, ranging from membership inference to…
Inquisitive probing questions come naturally to humans in a variety of settings, but is a challenging task for automatic systems. One natural type of question to ask tries to fill a gap in knowledge during text comprehension, like reading a…
Replicability is absent in games research; a lack of transparency in protocol detail hinders scientific consensus and willingness to publish public datasets, impacting the application of these techniques in video games research. To combat…
Data is becoming an important central point for making design decisions for most software. Game development is not an exception. As data-driven methods and systems start to populate these environments, a good question is: can we make models…
Although procedural generation is popular among game developers, academic research on the topic has primarily focused on new applications, with some research into empirical analysis. In this paper we relate theoretical work in information…
Beginning with text and images, generative AI has expanded to audio, video, computer code, and molecules. Yet, if generative AI is the answer, what is the question? We explore the foundations of generation as a distinct machine learning…
Deep generative models produce data according to a learned representation, e.g. diffusion models, through a process of approximation computing possible samples. Approximation can be understood as reconstruction and the large datasets used…