Related papers: Gapoera: Application Programming Interface for AI …
This work presents an exploration and imitation-learning-based agent capable of state-of-the-art performance in playing text-based computer games. Text-based computer games describe their world to the player through natural language and…
Artificial agents are increasingly central to complex interactions and decision-making tasks, yet aligning their behaviors with desired human values remains an open challenge. In this work, we investigate how human-like personality traits…
GUI agents are rapidly becoming a new interaction to software, allowing people to navigate web, desktop and mobile rather than execute them click by click. Yet ``agent'' is described with radically different degrees of autonomy, obscuring…
We investigate systematically the impact of human intervention in the training of computer players in a strategy board game. In that game, computer players utilise reinforcement learning with neural networks for evolving their playing…
As AI becomes increasingly embedded in digital games, players' attitudes de-pend not only on whether AI is used, but also on where and how it intervenes in gameplay. This study examines players' evaluative patterns toward eight AI…
Multi-agent path finding (MAPF) is a well-studied problem in artificial intelligence, where one needs to find collision-free paths for agents with given start and goal locations. In video games, agents of different types often form teams.…
Agent-based models (ABMs) and video games, including those taking advantage of virtual reality (VR), have undergone a remarkable parallel evolution, achieving impressive levels of complexity and sophistication. This paper argues that while…
Video games can be used as an excellent test bed for Artificial Intelligence (AI) techniques. They are challenging and non-deterministic, this makes it very difficult to write strong AI players. An example of such a video game is Ms.…
The Elo rating system has been used world wide for individual sports and team sports, as exemplified by the European Go Federation (EGF), International Chess Federation (FIDE), International Federation of Association Football (FIFA), and…
This paper describes a competition proposal for evolving Intelligent Agents for the game-playing framework called EvoMan. The framework is based on the boss fights of the game called Mega Man II developed by Capcom. For this particular…
Exploration is a key part of many video games. We investigate the using an exploratory agent to provide feedback on the design of procedurally generated game levels, 5 engaging levels and 5 unengaging levels. We expand upon a framework…
Interaction between humans and AI systems raises the question of how people understand AI systems. This has been addressed with explainable AI, the interpretability arising from users' domain expertise, or collaborating with AI in a stable…
AI agents plan and execute interactions in open-ended environments. For example, OpenAI's Operator can use a web browser to do product comparisons and buy online goods. Much research on making agents useful and safe focuses on directly…
AI-controlled characters in fighting games are expected to possess reasonably high skills and behave in a believable, human-like manner, exhibiting a diversity of play styles and strategies. Thus, the development of fighting game AI…
Multiagent systems appear in most social, economical, and political situations. In the present work we extend the Deep Q-Learning Network architecture proposed by Google DeepMind to multiagent environments and investigate how two agents…
The current mainstream approach to train natural language systems is to expose them to large amounts of text. This passive learning is problematic if we are interested in developing interactive machines, such as conversational agents. We…
With advances in generative AI, there is now potential for autonomous agents to manage daily tasks via natural language commands. However, current agents are primarily created and tested in simplified synthetic environments, leading to a…
General Video Game Playing (GVGP) aims at designing an agent that is capable of playing multiple video games with no human intervention. In 2014, The General Video Game AI (GVGAI) competition framework was created and released with the…
Remaining competitive in future conflicts with technologically-advanced competitors requires us to accelerate our research and development in artificial intelligence (AI) for wargaming. More importantly, leveraging machine learning for…
Games have always been popular testbeds for Artificial Intelligence (AI). In the last decade, we have seen the rise of the Multiple Online Battle Arena (MOBA) games, which are the most played games nowadays. In spite of this, there are few…