Related papers: Adversarial Random Forest Classifier for Automated…
Motivated by safety-critical classification problems, we investigate adversarial attacks against cost-sensitive classifiers. We use current state-of-the-art adversarially-resistant neural network classifiers [1] as the underlying models.…
In this project, we designed an intelligent assistant player for the single-player game Space Invaders with the aim to provide a satisfying co-op experience. The agent behaviour was designed using reinforcement learning techniques and…
Recent developments in deep reinforcement learning have enabled the creation of agents for solving a large variety of games given a visual input. These methods have been proven successful for 2D games, like the Atari games, or for simple…
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…
As the complexity and scope of games increase, game testing, also called playtesting, becomes an essential activity to ensure the quality of video games. Yet, the manual, ad-hoc nature of game testing leaves space for automation. In this…
Personalized gamification explores knowledge about the users to tailor gamification designs to improve one-size-fits-all gamification. The tailoring process should simultaneously consider user and contextual characteristics (e.g., activity…
Technology development efforts in autonomy and cyber-defense have been evolving independently of each other, over the past decade. In this paper, we report our ongoing effort to integrate these two presently distinct areas into a single…
The ability to estimate human intentions and interact with human drivers intelligently is crucial for autonomous vehicles to successfully achieve their objectives. In this paper, we propose a game theoretic planning algorithm that models…
When designing reinforcement learning (RL) agents, a designer communicates the desired agent behavior through the definition of reward functions - numerical feedback given to the agent as reward or punishment for its actions. However,…
We propose methods for density estimation and data synthesis using a novel form of unsupervised random forests. Inspired by generative adversarial networks, we implement a recursive procedure in which trees gradually learn structural…
Automated game balancing has often focused on single-agent scenarios. In this paper we present a tool for balancing multi-player games during game design. Our approach requires a designer to construct an intuitive graphical representation…
Current neural-network-based classifiers are susceptible to adversarial examples. The most empirically successful approach to defending against such adversarial examples is adversarial training, which incorporates a strong self-attack…
Autonomous vehicles are in an intensive research and development stage, and the organizations developing these systems are targeting to deploy them on public roads in a very near future. One of the expectations from fully-automated vehicles…
This project aims to motivate research in competitive human-robot interaction by creating a robot competitor that can challenge human users in certain scenarios such as physical exercise and games. With this goal in mind, we introduce the…
Mechanism design is essentially reverse engineering of games and involves inducing a game among strategic agents in a way that the induced game satisfies a set of desired properties in an equilibrium of the game. Desirable properties for a…
Learning how to adapt to complex and dynamic environments is one of the most important factors that contribute to our intelligence. Endowing artificial agents with this ability is not a simple task, particularly in competitive scenarios. In…
We present a new autoencoder-type architecture that is trainable in an unsupervised mode, sustains both generation and inference, and has the quality of conditional and unconditional samples boosted by adversarial learning. Unlike previous…
Balancing game difficulty in video games is a key task to create interesting gaming experiences for players. Mismatching the game difficulty and a player's skill or commitment results in frustration or boredom on the player's side, and…
Safety classifiers are critical in mitigating toxicity on online forums such as social media and in chatbots. Still, they continue to be vulnerable to emergent, and often innumerable, adversarial attacks. Traditional automated adversarial…
Computer games represent an ideal research domain for the next generation of personalized digital applications. This paper presents a player-centered framework of AI for game personalization, complementary to the commonly used…