Related papers: Planning from video game descriptions
Human-centred systems require an understanding of human actions in the physical world. Temporally extended sequences of actions are intentional and structured, yet existing methods for recognising what actions are performed often do not…
We present Mind-of-Director, a multi-modal agent-driven framework for film previz that models the collaborative decision-making process of a film production team. Given a creative idea, Mind-of-Director orchestrates multiple specialized…
Operating vehicles in adversarial environments require non-conventional planning techniques. A two-player, zero-sum non-cooperative game is introduced, which is solved via a linear program. An extension is proposed to construct networks…
Dialogue systems have many applications such as customer support or question answering. Typically they have been limited to shallow single turn interactions. However more advanced applications such as career coaching or planning a trip…
The intent of control argumentation frameworks is to specifically model strategic scenarios from the perspective of an agent by extending the standard model of argumentation framework in a way that takes unquantified uncertainty regarding…
We propose the Thinker algorithm, a novel approach that enables reinforcement learning agents to autonomously interact with and utilize a learned world model. The Thinker algorithm wraps the environment with a world model and introduces new…
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…
This paper studies algorithmic decision-making under human's strategic behavior, where a decision maker uses an algorithm to make decisions about human agents, and the latter with information about the algorithm may exert effort…
As we develop more assistive and automated game design systems, the question of how these systems should be integrated into game development workflows, and how much adaptation may be required, becomes increasingly important. In this paper…
The tasks that an agent will need to solve often are not known during training. However, if the agent knows which properties of the environment are important then, after learning how its actions affect those properties, it may be able to…
Game theory provides an effective way to model strategic interactions among rational agents. In the context of formal verification, these ideas can be used to produce guarantees on the correctness of multi-agent systems, with a diverse…
We provide a dataset that enables the creation of learning agents that can build knowledge graph-based world models of interactive narratives. Interactive narratives -- or text-adventure games -- are partially observable environments…
The current paradigm for motion planning generates solutions from scratch for every new problem, which consumes significant amounts of time and computational resources. For complex, cluttered scenes, motion planning approaches can often…
Intelligent agents must reason over both continuous dynamics and discrete representations to generate effective plans in complex environments. Previous studies have shown that symbolic abstractions can emerge from neural effect predictors…
Learning to perform activities through demonstration requires extracting meaningful information about the environment from observations. In this research, we investigate the challenge of planning high-level goal-oriented actions in a…
Intelligent robots and machines are becoming pervasive in human populated environments. A desirable capability of these agents is to respond to goal-oriented commands by autonomously constructing task plans. However, such autonomy can add…
Our objective in this paper is to develop a machinery that makes a given organizational strategic plan resilient to the actions of competitor agents (adverse environmental actions). We assume that we are given a goal tree representing…
Player modeling attempts to create a computational model which accurately approximates a player's behavior in a game. Most player modeling techniques rely on domain knowledge and are not transferable across games. Additionally, player…
We describe a system for specifying the effects of actions. Unlike those commonly used in AI planning, our system uses an action description language that allows one to specify the effects of actions using domain rules, which are state…
We propose a framework that enables autonomous vehicles (AVs) to proactively shape the intentions and behaviors of interacting human drivers. The framework employs a leader-follower game model with an adaptive role mechanism to predict…