Related papers: Deceptive Level Generation for Angry Birds
Game-based learning (GBL) is widely adopted in mathematics education. It enhances learners' engagement and critical thinking throughout the mathematics learning process. However, enabling players to learn intrinsically through mathematical…
Games have always been a popular test bed for artificial intelligence techniques. Game developers are always in constant search for techniques that can automatically create computer games minimizing the developer's task. In this work we…
In fighting games, individual players of the same skill level often exhibit distinct strategies from one another through their gameplay. Despite this, the majority of AI agents for fighting games have only a single strategy for each "level"…
As LLM-based agents increasingly operate in multi-agent systems, understanding adversarial manipulation becomes critical for defensive design. We present a systematic study of intentional deception as an engineered capability, using…
Recent works have illustrated that modern NLP models trained for diverse tasks ranging from sentiment analysis to language generation succumb to universal adversarial attacks, a class of input-agnostic attacks where a common trigger…
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…
This paper studies how a domain-independent planner and combinatorial search can be employed to play Angry Birds, a well established AI challenge problem. To model the game, we use PDDL+, a planning language for mixed discrete/continuous…
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…
The Werewolf game is a social deduction game based on free natural language communication, in which players try to deceive others in order to survive. An important feature of this game is that a large portion of the conversations are false…
Multiple-choice questions (MCQs) are commonly used across all levels of math education since they can be deployed and graded at a large scale. A critical component of MCQs is the distractors, i.e., incorrect answers crafted to reflect…
This paper focuses on procedurally generating rules and communicating them to players to adjust the difficulty. This is part of a larger project to collect and adapt games in educational games for young children using a digital puzzle game…
Adversarial examples in NLP are receiving increasing research attention. One line of investigation is the generation of word-level adversarial examples against fine-tuned Transformer models that preserve naturalness and grammaticality.…
When making everyday decisions, people are guided by their conscience, an internal sense of right and wrong. By contrast, artificial agents are currently not endowed with a moral sense. As a consequence, they may learn to behave immorally…
Game agents such as opponents, non-player characters, and teammates are central to player experiences in many modern games. As the landscape of AI techniques used in the games industry evolves to adopt machine learning (ML) more widely, it…
Generative Adversarial Networks (GANs) have recently attracted considerable attention in the AI community due to its ability to generate high-quality data of significant statistical resemblance to real data. Fundamentally, GAN is a game…
Large Language Models (LLMs) have demonstrated impressive fluency and reasoning capabilities, but their potential for misuse has raised growing concern. In this paper, we present ScamAgent, an autonomous multi-turn agent built on top of…
Generative Adversarial Networks (GANs) have shown im-pressive results for image generation. However, GANs facechallenges in generating contents with certain types of con-straints, such as game levels. Specifically, it is difficult…
Agent-based models play an important role in simulating complex emergent phenomena and supporting critical decisions. In this context, a software fault may result in poorly informed decisions that lead to disastrous consequences. The…
In this paper, we introduce a new type of bionic AI that enhances decision-making unpredictability by incorporating responses from a living fly. Traditional AI systems, while reliable and predictable, lack nuanced and sometimes unseasoned…
We present RLSS: a reinforcement learning algorithm for sequential scene generation. This is based on employing the proximal policy optimization (PPO) algorithm for generative problems. In particular, we consider how to effectively reduce…