Related papers: Mimicking Playstyle by Adapting Parameterized Beha…
We present a generative optimization approach for learning game-playing agents, where policies are represented as Python programs and refined using large language models (LLMs). Our method treats decision-making policies as self-evolving…
The possibility to create reactive robot programs faster without the need for extensively trained programmers is becoming increasingly important. So far, it has not been explored how various techniques for creating Behavior Tree (BT)…
In this paper, we propose Belief Behavior Trees (BBTs), an extension to Behavior Trees (BTs) that allows to automatically create a policy that controls a robot in partially observable environments. We extend the semantic of BTs to account…
Recent advancements in deep reinforcement learning have brought forth an impressive display of highly skilled artificial agents capable of complex intelligent behavior. In video games, these artificial agents are increasingly deployed as…
We propose a hybrid combination of active inference and behavior trees (BTs) for reactive action planning and execution in dynamic environments, showing how robotic tasks can be formulated as a free-energy minimization problem. The proposed…
There is a high demand for high-quality Non-Player Characters (NPCs) in video games. Hand-crafting their behavior is a labor intensive and error prone engineering process with limited controls exposed to the game designers. We propose to…
Definition of an accurate system model for Automated Planner (AP) is often impractical, especially for real-world problems. Conversely, off-the-shelf planners fail to scale up and are domain dependent. These drawbacks are inherited from…
Recently, there have been several high-profile achievements of agents learning to play games against humans and beat them. In this paper, we study the problem of training intelligent agents in service of game development. Unlike the agents…
The diversity of agent behaviors is an important topic for the quality of video games and virtual environments in general. Offering the most compelling experience for users with different skills is a difficult task, and usually needs…
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…
Using artificial intelligence (AI) to automatically test a game remains a critical challenge for the development of richer and more complex game worlds and for the advancement of AI at large. One of the most promising methods for achieving…
As AI technology advances, research in playing text-based games with agents has becomeprogressively popular. In this paper, a novel approach to agent design and agent learning ispresented with the context of reinforcement learning. A model…
In health psychology, Behaviour Change Theories(BCTs) play an important role in modelling human goal achievement in adverse environments. Some of these theories use concepts that are also used in computational modelling of cognition and…
The General Video Game AI competitions have been the testing ground for several techniques for game playing, such as evolutionary computation techniques, tree search algorithms, hyper heuristic based or knowledge based algorithms. So far…
Behavior Trees constitute a widespread AI tool which has been successfully spun out in robotics. Their advantages include simplicity, modularity, and reusability of code. However, Behavior Trees remain a high-level decision making engine;…
As complex autonomous robotic systems become more widespread, the need for transparent and reusable Artificial Intelligence (AI) designs becomes more apparent. In this paper we analyse how the principles behind Behavior Trees (BTs), an…
Achieving human-AI alignment in complex multi-agent games is crucial for creating trustworthy AI agents that enhance gameplay. We propose a method to evaluate this alignment using an interpretable task-sets framework, focusing on high-level…
Behavior Trees (BTs) have become a popular framework for designing controllers of autonomous agents in the computer game and in the robotics industry. One of the key advantages of BTs lies in their modularity, where independent modules can…
Within the context of video games the notion of perfectly rational agents can be undesirable as it leads to uninteresting situations, where humans face tough adversarial decision makers. Current frameworks for stochastic games and…
Evolutionary Game Theory (EGT) and Artificial Intelligence (AI) are two fields that, at first glance, might seem distinct, but they have notable connections and intersections. The former focuses on the evolution of behaviors (or strategies)…