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In role-playing games a Game Master (GM) is the player in charge of the game, who must design the challenges the players face and narrate the outcomes of their actions. In this work we discuss some challenges to model GMs from an…
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…
Random graph models are frequently used as a controllable and versatile data source for experimental campaigns in various research fields. Generating such data-sets at scale is a non-trivial task as it requires design decisions typically…
To convince readers of the novelty of their research paper, authors must perform a literature review and compose a coherent story that connects and relates prior works to the current work. This challenging nature of literature review…
Recent advances in Deep Reinforcement Learning (DRL) have largely focused on improving the performance of agents with the aim of replacing humans in known and well-defined environments. The use of these techniques as a game design tool for…
Gamification is an emerging design principle for information systems where game design elements are applied to non-game contexts. IS researchers have suggested that the IS discipline must study this area but there are other applications…
We present a new general board game (GBG) playing and learning framework. GBG defines the common interfaces for board games, game states and their AI agents. It allows one to run competitions of different agents on different games. It…
Dialogue-based Role Playing Games (RPGs) require powerful storytelling. The narratives of these may take years to write and typically involve a large creative team. In this work, we demonstrate the potential of large generative text models…
We define a model for linear logic based on two well-known ingredients: games and simulations. This model is interesting in the following respect: while it is obvious that the objects interpreting formulas are games and that everything is…
Although significant progress has been made in many tasks within the field of Natural Language Processing (NLP), Controlled Text Generation (CTG) continues to face numerous challenges, particularly in achieving fine-grained conditional…
The semantic parsing-based method is an important research branch for knowledge-based question answering. It usually generates executable programs lean upon the question and then conduct them to reason answers over a knowledge base. Benefit…
Reasoning is a fundamental capability of large language models (LLMs), enabling them to comprehend, analyze, and solve complex problems. In this paper, we introduce TextGames, an innovative benchmark specifically crafted to assess LLMs…
Robots' behavior and performance are determined both by hardware and software. The design process of robotic systems is a complex journey that involves multiple phases. Throughout this process, the aim is to tackle various criteria…
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…
This project proposes a methodology for the automatic generation of action models from video game dynamics descriptions, as well as its integration with a planning agent for the execution and monitoring of the plans. Planners use these…
The virtuosity of language models like GPT-3 opens a new world of possibility for human-AI collaboration in writing. In this paper, we present a framework in which generative language models are conceptualized as multiverse generators. This…
Procedural city generation that focuses on believability and adaptability to random terrain is a difficult challenge in the field of Procedural Content Generation (PCG). Dozens of researchers compete for a realistic approach in challenges…
We propose a novel network formation game that explains the emergence of various hierarchical structures in groups where self-interested or utility-maximizing individuals decide to establish or severe relationships of authority or…
We present THEaiTRE, a starting project aimed at automatic generation of theatre play scripts. This paper reviews related work and drafts an approach we intend to follow. We plan to adopt generative neural language models and hierarchical…
A new approach for the study of social games and communications is proposed. Games are simulated between cognitive players who build the opponent's internal model and decide their next strategy from predictions based on the model. In this…