Related papers: Deceptive Level Generation for Angry Birds
Human-like agents are an increasingly important topic in games and beyond. Believable non-player characters enhance the gaming experience by improving immersion and providing entertainment. They also offer players the opportunity to engage…
The recent emergence of deep learning methods has enabled the research community to achieve state-of-the art results in several domains including natural language processing. However, the current robocall system remains unstable and…
Generative Adversarial Networks (GANs) are unsupervised models designed to learn and replicate a target distribution. The vanilla versions of these models can be extended to more controllable models. Conditional Generative Adversarial…
It has recently been shown that reinforcement learning can be used to train generators capable of producing high-quality game levels, with quality defined in terms of some user-specified heuristic. To ensure that these generators' output is…
Playing games with cheaters is not fun, and in a multi-billion-dollar video game industry with hundreds of millions of players, game developers aim to improve the security and, consequently, the user experience of their games by preventing…
With increasing interest in procedural content generation by academia and game developers alike, it is vital that different approaches can be compared fairly. However, evaluating procedurally generated video game levels is often difficult,…
Allowing humans to interactively train artificial agents to understand language instructions is desirable for both practical and scientific reasons, but given the poor data efficiency of the current learning methods, this goal may require…
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…
Can machine learning models for recommendation be easily fooled? While the question has been answered for hand-engineered fake user profiles, it has not been explored for machine learned adversarial attacks. This paper attempts to close…
Deep reinforcement learning (RL) has shown impressive results in a variety of domains, learning directly from high-dimensional sensory streams. However, when neural networks are trained in a fixed environment, such as a single level in a…
Generative Adversarial Networks (GANs) are an arrange of two neural networks -- the generator and the discriminator -- that are jointly trained to generate artificial data, such as images, from random inputs. The quality of these generated…
We introduce two tactics to attack agents trained by deep reinforcement learning algorithms using adversarial examples, namely the strategically-timed attack and the enchanting attack. In the strategically-timed attack, the adversary aims…
Advanced Artificial Intelligence (AI) systems, specifically large language models (LLMs), have the capability to generate not just misinformation, but also deceptive explanations that can justify and propagate false information and erode…
The diversity of agent behaviors is an important topic for the quality of video games and virtual environments in general. Offering the most compelling experience for users with different skills is a difficult task, and usually needs…
Evaluating the safety of frontier AI systems is an increasingly important concern, helping to measure the capabilities of such models and identify risks before deployment. However, it has been recognised that if AI agents are aware that…
We introduce the General Video Game Rule Generation problem, and the eponymous software framework which will be used in a new track of the General Video Game AI (GVGAI) competition. The problem is, given a game level as input, to generate…
Deceptive patterns are often used in interface design to manipulate users into taking actions they would not otherwise take, such as consenting to excessive data collection. We present Trickery, a narrative serious game that incorporates…
Expressive range analysis is a visualization-based technique used to evaluate the performance of generative models, particularly in game level generation. It typically employs two quantifiable metrics to position generated artifacts on a 2D…
Automated rationale generation is an approach for real-time explanation generation whereby a computational model learns to translate an autonomous agent's internal state and action data representations into natural language. Training on…
Generative adversarial networks (GANs) are powerful tools for learning generative models. In practice, the training may suffer from lack of convergence. GANs are commonly viewed as a two-player zero-sum game between two neural networks.…