Related papers: Adapting Procedural Content Generation to Player P…
Large Language Model (LLM) agents are increasingly deployed in settings where they interact with a wide variety of people, including users who are unclear, impatient, or reluctant to share information. However, collecting real interaction…
Similarity estimation is essential for many game AI applications, from the procedural generation of distinct assets to automated exploration with game-playing agents. While similarity metrics often substitute human evaluation, their…
Procedurally generated levels created by machine learning models can be unsolvable without further editing. Various methods have been developed to automatically repair these levels by enforcing hard constraints during the post-processing…
Evolutionary game theory is a successful mathematical framework geared towards understanding the selective pressures that affect the evolution of the strategies of agents engaged in interactions with potential conflicts. While a…
Persona-driven role-playing (PRP) aims to build AI characters that can respond to user queries by faithfully sticking with all persona statements. Unfortunately, existing faithfulness criteria for PRP are limited to coarse-grained LLM-based…
Large Language Models (LLMs) and Reinforcement Learning (RL) are two powerful approaches for building autonomous agents. However, due to limited understanding of the game environment, agents often resort to inefficient exploration and…
The surge in popularity of large language models (LLMs) has opened doors for new approaches to the creation of interactive agents. However, managing and interpreting the temporal behavior of such agents over the course of a potentially…
Large language models (LLMs) are increasingly deployed as autonomous decision-makers in strategic settings, yet we have limited tools for understanding their high-level behavioral traits. We use activation steering methods in game-theoretic…
Teamwork is a set of interrelated reasoning, actions and behaviors of team members that facilitate common objectives. Teamwork theory and experiments have resulted in a set of states and processes for team effectiveness in both human-human…
In this paper, we focus on the personalized response generation for conversational systems. Based on the sequence to sequence learning, especially the encoder-decoder framework, we propose a two-phase approach, namely initialization then…
We present a new approach ARLPCG: Adversarial Reinforcement Learning for Procedural Content Generation, which procedurally generates and tests previously unseen environments with an auxiliary input as a control variable. Training RL agents…
The evaluation of procedural content generation (PCG) systems for generating video game levels is a complex and contested topic. Ideally, the field would have access to robust, generalisable and widely accepted evaluation approaches that…
Current works in the generation of personalized dialogue primarily contribute to the agent presenting a consistent personality and driving a more informative response. However, we found that the generated responses from most previous models…
It has recently been shown that reinforcement learning can be used to train generators capable of producing high-quality game levels, with quality defined in terms of some user-specified heuristic. To ensure that these generators' output is…
There currently exists a wide range of techniques to model and evolve artificial players for games. Existing techniques range from black box neural networks to entirely hand-designed solutions. In this paper, we demonstrate the feasibility…
In this paper, we propose a novel model RevGAN that automatically generates controllable and personalized user reviews based on the arbitrarily given sentimental and stylistic information. RevGAN utilizes the combination of three novel…
Expressive range analysis is a visualization-based technique used to evaluate the performance of generative models, particularly in game level generation. It typically employs two quantifiable metrics to position generated artifacts on a 2D…
Open-ended dialogue agents aim to deliver engaging, personalized interactions by adapting to users' traits, but existing methods face critical limitations: over-reliance on pre-collected user data, and short-horizon biases in reinforcement…
Real-world data collection for embodied agents remains costly and unsafe, calling for scalable, realistic, and simulator-ready 3D environments. However, existing scene-generation systems often rely on rule-based or task-specific pipelines,…
Strategic diversity is often essential in games: in multi-player games, for example, evaluating a player against a diverse set of strategies will yield a more accurate estimate of its performance. Furthermore, in games with…