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Deep learning models are known to be vulnerable to adversarial examples. A practical adversarial attack should require as little as possible knowledge of attacked models. Current substitute attacks need pre-trained models to generate…
We applied Generative Adversarial Networks (GANs) to learn a model of DOOM levels from human-designed content. Initially, we analysed the levels and extracted several topological features. Then, for each level, we extracted a set of images…
Generative Adversarial Networks (GANs) are a machine learning approach capable of generating novel example outputs across a space of provided training examples. Procedural Content Generation (PCG) of levels for video games could benefit…
Opponent modeling is necessary in multi-agent settings where secondary agents with competing goals also adapt their strategies, yet it remains challenging because strategies interact with each other and change. Most previous work focuses on…
As AI technology advances, research in playing text-based games with agents has becomeprogressively popular. In this paper, a novel approach to agent design and agent learning ispresented with the context of reinforcement learning. A model…
Procedural content generation uses algorithmic techniques to create large amounts of new content for games at much lower production costs. In newer approaches, procedural content generation utilizes machine learning. However, these methods…
As human-robot interaction (HRI) systems advance, so does the difficulty of evaluating and understanding the strengths and limitations of these systems in different environments and with different users. To this end, previous methods have…
In this paper we propose a new training loop for deep reinforcement learning agents with an evolutionary generator. Evolutionary procedural content generation has been used in the creation of maps and levels for games before. Our system…
Machine learning models are widely used to support stealth assessment in digital learning environments. Existing approaches typically rely on abstracted gameplay log data, which may overlook subtle behavioral cues linked to learners'…
Optimization and uncertainty quantification have been playing an increasingly important role in computational hemodynamics. However, existing methods based on principled modeling and classic numerical techniques have faced significant…
We present a deep generative model for learning to predict classes not seen at training time. Unlike most existing methods for this problem, that represent each class as a point (via a semantic embedding), we represent each seen/unseen…
Text-to-level generation aims to translate natural language descriptions into structured game levels, enabling intuitive control over procedural content generation. While prior text-to-level generators are typically limited to a single game…
Reinforcement learning algorithms such as Q-learning have shown great promise in training models to learn the optimal action to take for a given system state; a goal in applications with an exploratory or adversarial nature such as…
Spatial and visual connectivity are important metrics when developing workplace layouts. Calculating those metrics in real-time can be difficult, depending on the size of the floor plan being analysed and the resolution of the analyses.…
Attempts to train a comprehensive artificial intelligence capable of solving multiple tasks have been impeded by a chronic problem called catastrophic forgetting. Although simply replaying all previous data alleviates the problem, it…
Autonomous and learning systems based on Deep Reinforcement Learning have firmly established themselves as a foundation for approaches to creating resilient and efficient Cyber-Physical Energy Systems. However, most current approaches…
Generative models learn the distribution of data from a sample dataset and can then generate new data instances. Recent advances in deep learning has brought forth improvements in generative model architectures, and some state-of-the-art…
Model merging techniques aim to integrate the abilities of multiple models into a single model. Most model merging techniques have hyperparameters, and their setting affects the performance of the merged model. Because several existing…
We investigate how reinforcement learning can be used to train level-designing agents. This represents a new approach to procedural content generation in games, where level design is framed as a game, and the content generator itself is…
Player modelling is the field of study associated with understanding players. One pursuit in this field is affect prediction: the ability to predict how a game will make a player feel. We present novel improvements to affect prediction by…