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Nintendo's Super Smash Bros. Melee fighting game can be emulated on modern hardware allowing us to inspect internal memory states, such as character positions. We created an AI that avoids being hit by training using these internal memory…
To train a deep neural network to mimic the outcomes of processing sequences, a version of Conditional Generalized Adversarial Network (CGAN) can be used. It has been observed by others that CGAN can help to improve the results even for…
While games have been used extensively as milestones to evaluate game-playing AI, there exists no standardised framework for reporting the obtained observations. As a result, it remains difficult to draw general conclusions about the…
While advances in multi-agent learning have enabled the training of increasingly complex agents, most existing techniques produce a final policy that is not designed to adapt to a new partner's strategy. However, we would like our AI agents…
Replay is a powerful strategy to promote learning in artificial intelligence and the brain. However, the conditions to generate it and its functional advantages have not been fully recognized. In this study, we develop a modular…
In this article we study the problem of training intelligent agents using Reinforcement Learning for the purpose of game development. Unlike systems built to replace human players and to achieve super-human performance, our agents aim to…
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…
One of the key challenges in visual imitation learning is collecting large amounts of expert demonstrations for a given task. While methods for collecting human demonstrations are becoming easier with teleoperation methods and the use of…
Although most reinforcement learning research has centered on competitive games, little work has been done on applying it to co-operative multiplayer games or text-based games. Codenames is a board game that involves both asymmetric…
With breakthrough of the AlphaGo, human-computer gaming AI has ushered in a big explosion, attracting more and more researchers all around the world. As a recognized standard for testing artificial intelligence, various human-computer…
The incredible feats of athleticism demonstrated by humans are made possible in part by a vast repertoire of general-purpose motor skills, acquired through years of practice and experience. These skills not only enable humans to perform…
The widespread availability of superhuman AI engines is changing how we play the ancient game of Go. The open-source software packages developed after the AlphaGo series shifted focus from producing strong playing entities to providing…
While we would like agents that can coordinate with humans, current algorithms such as self-play and population-based training create agents that can coordinate with themselves. Agents that assume their partner to be optimal or similar to…
Few classical games have been regarded as such significant benchmarks of artificial intelligence as to have justified training costs in the millions of dollars. Among these, Stratego -- a board wargame exemplifying the challenge of…
Predicting and modeling human behavior and finding trends within human decision-making processes is a major problem of social science. Rock Paper Scissors (RPS) is the fundamental strategic question in many game theory problems and…
Deep reinforcement learning has learned to play many games well, but failed on others. To better characterize the modes and reasons of failure of deep reinforcement learners, we test the widely used Asynchronous Actor-Critic (A2C) algorithm…
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…
In current state-of-the-art commercial first person shooter games, computer controlled bots, also known as non player characters, can often be easily distinguishable from those controlled by humans. Tell-tale signs such as failed…
Developing agents capable of fluid gameplay in first/third-person games without API access remains a critical challenge in Artificial General Intelligence (AGI). Recent efforts leverage Vision Language Models (VLMs) as direct controllers,…
The GANs promote an adversarive game to approximate complex and jointed example probability. The networks driven by noise generate fake examples to approximate realistic data distributions. Later the conditional GAN merges prior-conditions…