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The Resistance: Avalon is a partially observable social deduction game. This area of AI game playing is fairly undeveloped. Implementing an AI for this game involves multiple components specific to each phase as well as role in the game. In…
The quality of opponent Artificial Intelligence (AI) in fighting videogames is crucial. Some other game genres can rely on their story or visuals, but fighting games are all about the adversarial experience. In this paper, we will introduce…
People are remarkably capable of generating their own goals, beginning with child's play and continuing into adulthood. Despite considerable empirical and computational work on goals and goal-oriented behavior, models are still far from…
Complex autonomous control systems are subjected to sensor failures, cyber-attacks, sensor noise, communication channel failures, etc. that introduce errors in the measurements. The corrupted information, if used for making decisions, can…
As the population continues to age, and gaming continues to grow as a hobby for older people, heterogeneity among older adult gamers is increasing. We argue that traditional game-based accessibility features, such as simplified input…
Game balancing is an important part of the (computer) game design process, in which designers adapt a game prototype so that the resulting gameplay is as entertaining as possible. In industry, the evaluation of a game is often based on…
We study the game redesign problem in which an external designer has the ability to change the payoff function in each round, but incurs a design cost for deviating from the original game. The players apply no-regret learning algorithms to…
Algorithm design is a laborious process and often requires many iterations of ideation and validation. In this paper, we explore automating algorithm design and present a method to learn an optimization algorithm, which we believe to be the…
Most state-of-the-art machine learning (ML) classification systems are vulnerable to adversarial perturbations. As a consequence, adversarial robustness poses a significant challenge for the deployment of ML-based systems in safety- and…
We consider the problem of prediction by a machine learning algorithm, called learner, within an adversarial learning setting. The learner's task is to correctly predict the class of data passed to it as a query. However, along with queries…
Playtesting is an essential step in the game design process. Game designers use the feedback from playtests to refine their designs. Game designers may employ procedural personas to automate the playtesting process. In this paper, we…
While a substantial body of prior work has explored adversarial example generation for natural language understanding tasks, these examples are often unrealistic and diverge from the real-world data distributions. In this work, we introduce…
Algorithmic music composition is a way of composing musical pieces with minimal to no human intervention. While recurrent neural networks are traditionally applied to many sequence-to-sequence prediction tasks, including successful…
This article presents a new design for autonomous artificial intelligence (AI), based on the state-of-the-art algorithms, and describes a new autonomous AI system called AutoAI. The methodology is used to assemble the design founded on…
Under the assumptions that (i) gamification consists of various types of users that experience game design elements differently; and (ii) gamification is deployed in order to achieve some goal in the broadest sense, we pose the gamification…
Creating and evaluating games manually is an arduous and laborious task. Procedural content generation can aid by creating game artifacts, but usually not an entire game. Evolutionary game design, which combines evolutionary algorithms with…
Adversarial training aims to defend against adversaries: malicious opponents whose sole aim is to harm predictive performance in any way possible. This presents a rather harsh perspective, which we assert results in unnecessarily…
We argue that 3-D first-person video games are a challenging environment for real-time multi-modal reasoning. We first describe our dataset of human game-play, collected across a large variety of 3-D first-person games, which is both…
The field of neuroscience is experiencing rapid growth in the complexity and quantity of the recorded neural activity allowing us unprecedented access to its dynamics in different brain areas. The objective of this work is to discover…
Generative adversarial networks (GANs) are successful deep generative models. GANs are based on a two-player minimax game. However, the objective function derived in the original motivation is changed to obtain stronger gradients when…