Related papers: Deceptive Level Generation for Angry Birds
Methods for dynamic difficulty adjustment allow games to be tailored to particular players to maximize their engagement. However, current methods often only modify a limited set of game features such as the difficulty of the opponents, or…
This paper presents an integration of a game system and the art therapy concept for promoting the mental well-being of video game players. In the proposed game system, the player plays an Angry-Birds-like game in which levels in the game…
In this article, we present an experimental approach to using parameterized Generative Adversarial Networks (GANs) to produce levels for the puzzle game Lily's Garden. We extract two condition vectors from the real levels in an effort to…
Building reliable deception detectors for AI systems -- methods that could predict when an AI system is being strategically deceptive without necessarily requiring behavioural evidence -- would be valuable in mitigating risks from advanced…
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…
This paper presents a preliminary draft of a framework around the use of anthropomorphic deception, defined here as misleading users towards humanlike affordances in the design of autonomous systems. The goal is to promote reflection among…
Exploration is a key part of many video games. We investigate the using an exploratory agent to provide feedback on the design of procedurally generated game levels, 5 engaging levels and 5 unengaging levels. We expand upon a framework…
Artificial intelligence (AI) comes with great opportunities but can also pose significant risks. Automatically generated explanations for decisions can increase transparency and foster trust, especially for systems based on automated…
We train a reinforcement learner to play a simplified version of the game Angry Birds. The learner is provided with a game state in a manner similar to the output that could be produced by computer vision algorithms. We improve on the…
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…
Generative Adversarial Networks (GANs) can generate levels for a variety of games. This paper focuses on combining GAN-generated segments in a snaking pattern to create levels for Mega Man. Adjacent segments in such levels can be…
In this paper, we study the use of deception for strategic planning in adversarial environments. We model the interaction between the agent (player 1) and the adversary (player 2) as a two-player concurrent game in which the adversary has…
The distractor generation task focuses on generating incorrect but plausible options for objective questions such as fill-in-the-blank and multiple-choice questions. This task is widely utilized in educational settings across various…
Deceptive behavior in AI systems is no longer theoretical: large language models strategically mislead without producing false statements, maintain deceptive strategies through safety training, and coordinate deception in multi-agent…
This paper argues that a range of current AI systems have learned how to deceive humans. We define deception as the systematic inducement of false beliefs in the pursuit of some outcome other than the truth. We first survey empirical…
The act of bluffing confounds game designers to this day. The very nature of bluffing is even open for debate, adding further complication to the process of creating intelligent virtual players that can bluff, and hence play, realistically.…
How to detect and mitigate deceptive AI systems is an open problem for the field of safe and trustworthy AI. We analyse two algorithms for mitigating deception: The first is based on the path-specific objectives framework where paths in the…
Recently, there have been several high-profile achievements of agents learning to play games against humans and beat them. In this paper, we study the problem of training intelligent agents in service of game development. Unlike the agents…
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…
Despite the remarkable advances of Large Language Models (LLMs) across diverse cognitive tasks, the rapid enhancement of these capabilities also introduces emergent deceptive behaviors that may induce severe risks in high-stakes…