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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…
While games have been used extensively as milestones to evaluate game-playing AI, there exists no standardised framework for reporting the obtained observations. As a result, it remains difficult to draw general conclusions about 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…
Agent decision making using Reinforcement Learning (RL) heavily relies on either a model or simulator of the environment (e.g., moving in an 8x8 maze with three rooms, playing Chess on an 8x8 board). Due to this dependence, small changes in…
While AI systems have equaled or surpassed human performance in a wide variety of games such as Chess, Go, or Dota 2, describing these systems as truly "human-like" remains far-fetched. Despite their success, they fail to replicate the…
The AI4GCC competition presents a bold step forward in the direction of integrating machine learning with traditional economic policy analysis. Below, we highlight two potential areas for improvement that could enhance the competition's…
Online competitive games have become increasingly popular. To ensure an exciting and competitive environment, these games routinely attempt to match players with similar skill levels. Matching players is often accomplished through a rating…
Access to a fast and easily copied forward model of a game is essential for model-based reinforcement learning and for algorithms such as Monte Carlo tree search, and is also beneficial as a source of unlimited experience data for…
In Multi-Goal Reinforcement Learning, an agent learns to achieve multiple goals with a goal-conditioned policy. During learning, the agent first collects the trajectories into a replay buffer, and later these trajectories are selected…
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…
Self-supervised learning and data augmentation have significantly reduced the performance gap between state and image-based reinforcement learning agents in continuous control tasks. However, it is still unclear whether current techniques…
The balancing process for game levels in a competitive two-player context involves a lot of manual work and testing, particularly in non-symmetrical game levels. In this paper, we propose an architecture for automated balancing of…
Game-based learning (GBL) is widely adopted in mathematics education. It enhances learners' engagement and critical thinking throughout the mathematics learning process. However, enabling players to learn intrinsically through mathematical…
We propose a simple, general and effective technique, Reward Randomization for discovering diverse strategic policies in complex multi-agent games. Combining reward randomization and policy gradient, we derive a new algorithm,…
We present a general framework for solving a large class of learning problems with non-linear functions of classification rates. This includes problems where one wishes to optimize a non-decomposable performance metric such as the F-measure…
We present gg-bench, a collection of game environments designed to evaluate general reasoning capabilities in language models. Unlike most static benchmarks, gg-bench is a data generating process where new evaluation instances can be…
When a game involves many agents or when communication between agents is not possible, it is useful to resort to distributed learning where each agent acts in complete autonomy without any information on the other agents' situations.…
The challenge of developing powerful and general Reinforcement Learning (RL) agents has received increasing attention in recent years. Much of this effort has focused on the single-agent setting, in which an agent maximizes a predefined…
Generative Adversarial Imitation Learning (GAIL) is a powerful and practical approach for learning sequential decision-making policies. Different from Reinforcement Learning (RL), GAIL takes advantage of demonstration data by experts (e.g.,…
Recently, various pre-training methods have been introduced in vision-based Reinforcement Learning (RL). However, their generalization ability remains unclear due to evaluations being limited to in-distribution environments and non-unified…