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The discovery of Behavior Trees (BTs) impacted the field of Artificial Intelligence (AI) in games, by providing flexible and natural representation of non-player characters (NPCs) logic, manageable by game-designers. Nevertheless, increased…

Artificial Intelligence · Computer Science 2021-11-25 Andrzej Kozik , Tomasz Machalewski , Mariusz Marek , Adrian Ochmann

Procedural content generation (PCG) has become an increasingly popular technique in game development, allowing developers to generate dynamic, replayable, and scalable environments with reduced manual effort. In this study, a novel method…

Artificial Intelligence · Computer Science 2025-10-20 Miraç Buğra Özkan

Recent advancements in procedural content generation via machine learning enable the generation of video-game levels that are aesthetically similar to human-authored examples. However, the generated levels are often unplayable without…

Artificial Intelligence · Computer Science 2020-10-15 Hejia Zhang , Matthew C. Fontaine , Amy K. Hoover , Julian Togelius , Bistra Dilkina , Stefanos Nikolaidis

We propose a simple, general and effective technique, Reward Randomization for discovering diverse strategic policies in complex multi-agent games. Combining reward randomization and policy gradient, we derive a new algorithm,…

Artificial Intelligence · Computer Science 2021-03-15 Zhenggang Tang , Chao Yu , Boyuan Chen , Huazhe Xu , Xiaolong Wang , Fei Fang , Simon Du , Yu Wang , Yi Wu

Traditional UX development methodologies focus on developing ``one size fits all" solutions and lack the flexibility to cater to diverse user needs. In response, a growing interest has arisen in developing more dynamic UX frameworks.…

Software Engineering · Computer Science 2024-05-03 Yutan Huang

In this article, we present an experimental approach to using parameterized Generative Adversarial Networks (GANs) to produce levels for the puzzle game Lily's Garden. We extract two condition vectors from the real levels in an effort to…

Artificial Intelligence · Computer Science 2023-06-29 Andreas Hald , Jens Struckmann Hansen , Jeppe Kristensen , Paolo Burelli

Procedural terrain generation for video games has been traditionally been done with smartly designed but handcrafted algorithms that generate heightmaps. We propose a first step toward the learning and synthesis of these using recent…

Machine Learning · Statistics 2017-07-12 Christopher Beckham , Christopher Pal

The recent introduction of the Assistants API highlights its potential for large language models (LLMs) in role-playing agents (RPA). However, maintaining consistent character personas remains a significant challenge due to variability in…

Computation and Language · Computer Science 2025-02-25 Jeiyoon Park , Chanjun Park , Heuiseok Lim

Transparency and explainability are important features that responsible autonomous vehicles should possess, particularly when interacting with humans, and causal reasoning offers a strong basis to provide these qualities. However, even if…

Artificial Intelligence · Computer Science 2025-11-18 Rhys Howard , Nick Hawes , Lars Kunze

Automated plot generation for games enhances the player's experience by providing rich and immersive narrative experience that adapts to the player's actions. Traditional approaches adopt a symbolic narrative planning method which limits…

Human-Computer Interaction · Computer Science 2024-11-05 Yi Wang , Qian Zhou , David Ledo

Procedural generation is used across game design to achieve a wide variety of ends, and has led to the creation of several game subgenres by injecting variance, surprise or unpredictability into otherwise static designs. Information games…

Artificial Intelligence · Computer Science 2020-04-07 Michael Cook

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…

Artificial Intelligence · Computer Science 2024-06-21 Sugandha Sharma , Guy Davidson , Khimya Khetarpal , Anssi Kanervisto , Udit Arora , Katja Hofmann , Ida Momennejad

This project proposes a methodology for the automatic generation of action models from video game dynamics descriptions, as well as its integration with a planning agent for the execution and monitoring of the plans. Planners use these…

Artificial Intelligence · Computer Science 2021-09-08 Ignacio Vellido , Carlos Núñez-Molina , Vladislav Nikolov , Juan Fdez-Olivares

Recent progress in artificial intelligence through reinforcement learning (RL) has shown great success on increasingly complex single-agent environments and two-player turn-based games. However, the real-world contains multiple agents, each…

This paper proposes a multi-agent artificial intelligence system that generates response-oriented media content in real time based on audio-derived emotional signals. Unlike conventional speech emotion recognition studies that focus…

Artificial Intelligence · Computer Science 2026-01-21 HyeYoung Lee

We propose a novel framework for persona-based language model system, motivated by the need for personalized AI agents that adapt to individual user preferences. In our approach, the agent embodies the user's "persona" (e.g. user profile or…

Machine Learning · Computer Science 2025-12-03 Siqi Liang , Yudi Zhang , Yue Guo

Existing game AI research mainly focuses on enhancing agents' abilities to win games, but this does not inherently make humans have a better experience when collaborating with these agents. For example, agents may dominate the collaboration…

Human-Computer Interaction · Computer Science 2024-01-31 Yiming Gao , Feiyu Liu , Liang Wang , Zhenjie Lian , Dehua Zheng , Weixuan Wang , Wenjin Yang , Siqin Li , Xianliang Wang , Wenhui Chen , Jing Dai , Qiang Fu , Wei Yang , Lanxiao Huang , Wei Liu

The emotional arc is a universal narrative structure underlying stories across cultures and media -- an idea central to structuralist narratology, often encapsulated in the phrase "all stories are one story." We present a framework for…

Artificial Intelligence · Computer Science 2025-08-05 Yunge Wen , Chenliang Huang , Hangyu Zhou , Zhuo Zeng , Chun Ming Louis Po , Julian Togelius , Timothy Merino , Sam Earle

Procedural Level Generation via Machine Learning (PLGML), the study of generating game levels with machine learning, has received a large amount of recent academic attention. For certain measures these approaches have shown success at…

Artificial Intelligence · Computer Science 2018-09-26 Matthew Guzdial , Nicholas Liao , Mark Riedl

Controlling evolutionary game-theoretic dynamics is a problem of paramount importance for the systems and control community, with several applications spanning from social science to engineering. Here, we study a population of individuals…

Systems and Control · Electrical Eng. & Systems 2024-10-22 Lorenzo Zino , Mengbin Ye , Alessandro Rizzo , Giuseppe Carlo Calafiore
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