Related papers: Teach me to play, gamer! Imitative learning in com…
Artificial intelligence (AI) has enabled agents to master complex video games, from first-person shooters like Counter-Strike to real-time strategy games such as StarCraft II and racing games like Gran Turismo. While these achievements are…
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…
Video game playing is an extremely structured domain where algorithmic decision-making can be tested without adverse real-world consequences. While prevailing methods rely on image inputs to avoid the problem of hand-crafting state space…
The ability to combine linguistic guidance from others with direct experience is central to human development, enabling safe and rapid learning in new environments. How do people integrate these two sources of knowledge, and how might AI…
Artificial Intelligence is a central topic in the computer science curriculum. From the year 2011 a project-based learning methodology based on computer games has been designed and implemented into the intelligence artificial course at the…
Imitation learning, which learns agent policy by mimicking expert demonstration, has shown promising results in many applications such as medical treatment regimes and self-driving vehicles. However, it remains a difficult task to interpret…
The discovery of Behavior Trees (BTs) impacted the field of Artificial Intelligence (AI) in games, by providing flexible and natural representation of non-player characters (NPCs) logic, manageable by game-designers. Nevertheless, increased…
We argue that 3-D first-person video games are a challenging environment for real-time multi-modal reasoning. We first describe our dataset of human game-play, collected across a large variety of 3-D first-person games, which is both…
Imitation learning aims to extract knowledge from human experts' demonstrations or artificially created agents in order to replicate their behaviors. Its success has been demonstrated in areas such as video games, autonomous driving,…
Generative model-based imitation learning methods have recently achieved strong results in learning high-complexity motor skills from human demonstrations. However, imitation learning of interactive policies that coordinate with humans in…
In video games, virtual characters' decision systems often use a simplified representation of the world. To increase both their autonomy and believability we want those characters to be able to learn this representation from human players.…
In games, as in and many other domains, design validation and testing is a huge challenge as systems are growing in size and manual testing is becoming infeasible. This paper proposes a new approach to automated game validation and testing.…
The current mainstream approach to train natural language systems is to expose them to large amounts of text. This passive learning is problematic if we are interested in developing interactive machines, such as conversational agents. We…
Reward design for reinforcement learning agents can be difficult in situations where one not only wants the agent to achieve some effect in the world but where one also cares about how that effect is achieved. For example, we might wish for…
We study the emergence of communication in multiagent adversarial settings inspired by the classic Imitation game. A class of three player games is used to explore how agents based on sequence to sequence (Seq2Seq) models can learn to…
Imitation learning enables autonomous agents to learn from human examples, without the need for a reward signal. Still, if the provided dataset does not encapsulate the task correctly, or when the task is too complex to be modeled, such…
An agent who interacts with a wide population of other agents needs to be aware that there may be variations in their understanding of the world. Furthermore, the machinery which they use to perceive may be inherently different, as is the…
This work presents an exploration and imitation-learning-based agent capable of state-of-the-art performance in playing text-based computer games. Text-based computer games describe their world to the player through natural language and…
Using artificial intelligence (AI) to automatically test a game remains a critical challenge for the development of richer and more complex game worlds and for the advancement of AI at large. One of the most promising methods for achieving…
Classic evaluation methods of believable agents are time-consuming because they involve many human to judge agents. They are well suited to validate work on new believable behaviours models. However, during the implementation, numerous…