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We study strategic interaction in data-driven games where players face uncertainty about payoff distributions inferred from finite samples. To model calibrated attitudes toward such uncertainty, we formulate distributionally robust games…
In order to facilitate analyzing video games as learning systems and instructional designs as games, we present a theoretical framework that integrates ideas from a broad range of literature. The framework describes games in terms of four…
Complex environments and tasks pose a difficult problem for holistic end-to-end learning approaches. Decomposition of an environment into interacting controllable and non-controllable objects allows supervised learning for non-controllable…
The emergence of complex life on Earth is often attributed to the arms race that ensued from a huge number of organisms all competing for finite resources. We present an artificial intelligence research environment, inspired by the human…
Coding agents are increasingly used as application builders, yet many evaluations still focus on source code, repository-level tests, or intermediate traces rather than the delivered application. We introduce WebGameBench, a…
If a robotic agent wants to exploit symbolic planning techniques to achieve some goal, it must be able to properly ground an abstract planning domain in the environment in which it operates. However, if the environment is initially unknown…
We study a target coverage problem in which a team of sensing agents, operating under limited communication, must collaboratively monitor targets that may be adaptively repositioned by an attacker. We model this interaction as a zero-sum…
We analyze the computational complexity of motion planning through local "input/output" gadgets with separate entrances and exits, and a subset of allowed traversals from entrances to exits, each of which changes the state of the gadget and…
Mobile crowdsensing (MCS) is a promising distributed sensing paradigm for future wireless networks, where MCS platforms (MCSPs) recruit mobile units (MUs) through monetary incentives for sensing data collection. While most existing studies…
This paper introduces Unity RL Playground, an open-source reinforcement learning framework built on top of Unity ML-Agents. Unity RL Playground automates the process of training mobile robots to perform various locomotion tasks such as…
Currently, various hardware and software companies are developing augmented reality devices, most prominently Microsoft with its Hololens. Besides gaming, such devices can be used for serious pervasive applications, like interactive mobile…
The nascent field of neurogames relies on active Brain-Computer Interface input to drive its game mechanics. Consequently, users expect their conscious will to be meaningfully reflected on the virtual environment they're engaging in.…
The wide variety of wireless devices brings to design mobile applications as a collection of interchangeable software components adapted to the deployment environment of the software. To ensure the proper functioning of the software…
TouchDevelop is a new programming environment that allows users to create applications on mobile devices. Applications created with TouchDevelop have continued to grow in popularity since TouchDevelop was first released to public in 2011.…
Models that can simulate how environments change in response to actions can be used by agents to plan and act efficiently. We improve on previous environment simulators from high-dimensional pixel observations by introducing recurrent…
Mobile graphical user interface (GUI) agents enable AI models to autonomously operate smartphones on behalf of users. However, most existing systems focus primarily on optimizing task accuracy and rely on cloud-hosted models for inference,…
Deploying deep neural networks on mobile devices is increasingly important but remains challenging due to limited computing resources. On the other hand, their unified memory architecture and narrower gap between CPU and GPU performance…
Jumping has been an important mechanic since its introduction in Donkey Kong. It has taken a variety of forms and shown up in numerous games, with each jump having a different feel. In this paper, we use a modified Nintendo Entertainment…
Game-theoretic motion planners are a powerful tool for the control of interactive multi-agent robot systems. Indeed, contrary to predict-then-plan paradigms, game-theoretic planners do not ignore the interactive nature of the problem, and…
Nowadays game engines are imperative for building 3D applications and games. This is for the reason that the engines appreciably reduce resources for employing obligatory but intricate utilities. This paper elucidates about a game engine…