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This paper introduces SuSketch, a design tool for first person shooter levels. SuSketch provides the designer with gameplay predictions for two competing players of specific character classes. The interface allows the designer to work…
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…
We present practical approaches of using deep learning to create and enhance level maps and textures for video games -- desktop, mobile, and web. We aim to present new possibilities for game developers and level artists. The task of…
Advances in deep reinforcement learning have allowed autonomous agents to perform well on Atari games, often outperforming humans, using only raw pixels to make their decisions. However, most of these games take place in 2D environments…
Protecting against adversarial attacks is a common multiagent problem. Attackers in the real world are predominantly human actors, and the protection methods often incorporate opponent models to improve the performance when facing humans.…
Reinforcement learning combined with deep neural networks has performed remarkably well in many genres of games recently. It has surpassed human-level performance in fixed game environments and turn-based two player board games. However, to…
The game industry is moving into an era where old-style game engines are being replaced by re-engineered systems with embedded machine learning technologies for the operation, analysis and understanding of game play. In this paper, we…
Creating artificial intelligence (AI) systems capable of demonstrating lifelong learning is a fundamental challenge, and many approaches and metrics have been proposed to analyze algorithmic properties. However, for existing lifelong…
Algorithms that generate computer game content require game design knowledge. We present an approach to automatically learn game design knowledge for level design from gameplay videos. We further demonstrate how the acquired design…
Emergency training and planning provide structured curricula, rule-based action items, and interdisciplinary collaborative entities to imitate and teach real-life tasks. This rule-based structure enables the curricula to be transferred into…
Search-based procedural content generation (PCG) is a well-known method for level generation in games. Its key advantage is that it is generic and able to satisfy functional constraints. However, due to the heavy computational costs to run…
The development of a reliable and robust surrogate model is often constrained by the dimensionality of the problem. For a system with high-dimensional inputs/outputs (I/O), conventional approaches usually use a low-dimensional manifold to…
This paper seeks to combine differential game theory with the actor-critic-identifier architecture to determine forward-in-time, approximate optimal controllers for formation tracking in multi-agent systems, where the agents have uncertain…
Character customization system is an important component in Role-Playing Games (RPGs), where players are allowed to edit the facial appearance of their in-game characters with their own preferences rather than using default templates. This…
To coordinate actions with an interaction partner requires a constant exchange of sensorimotor signals. Humans acquire these skills in infancy and early childhood mostly by imitation learning and active engagement with a skilled partner.…
Machine learning for procedural content generation has recently become an active area of research. Levels vary in both form and function and are mostly unrelated to each other across games. This has made it difficult to assemble suitably…
Balancing games, especially those with asymmetric multiplayer content, requires significant manual effort and extensive human playtesting during development. For this reason, this work focuses on generating balanced levels tailored to…
In the last decade, deep learning has achieved great success in machine learning tasks where the input data is represented with different levels of abstractions. Driven by the recent research in reinforcement learning using deep neural…
Reinforcement learning has been widely successful in producing agents capable of playing games at a human level. However, this requires complex reward engineering, and the agent's resulting policy is often unpredictable. Going beyond…
This paper presents a methodological framework for training, self-optimising, and self-organising surrogate models to approximate and speed up multiobjective optimisation of technical systems based on multiphysics simulations. At the hand…