Related papers: Adapting Procedural Content Generation to Player P…
This paper proposes a multi agent system by compiling two technologies, query processing optimization and agents which contains features of personalized queries and adaption with changing of requirements. This system uses a new algorithm…
Personalized AI agents are becoming central to modern information retrieval, yet most evaluation methodologies remain static, relying on fixed benchmarks and one-off metrics that fail to reflect how users' needs evolve over time. These…
The real world unfolds along a single set of physics laws, yet human intelligence demonstrates a remarkable capacity to generalize experiences from this singular physical existence into a multiverse of games, each governed by entirely…
In this paper, we address the problem of creating believable agents (virtual characters) in video games. We consider only one meaning of believability, ``giving the feeling of being controlled by a player'', and outline the problem of its…
Large Language Models (LLMs) struggle with generating reliable outputs due to outdated knowledge and hallucinations. Retrieval-Augmented Generation (RAG) models address this by enhancing LLMs with external knowledge, but often fail to…
Personality assessment in career guidance and personnel selection traditionally relies on self-report questionnaires, which are susceptible to response bias, fatigue, and intentional distortion. Game-based assessment offers a promising…
The balancing process for game levels in a competitive two-player context involves a lot of manual work and testing, particularly in non-symmetrical game levels. In this paper, we propose an architecture for automated balancing of…
Action-Adventure games have several challenges to overcome, where the most common are enemies. The enemies' goal is to hinder the players' progression by taking life points, and the way they hinder this progress is distinct for different…
Balancing games, especially those with asymmetric multiplayer content, requires significant manual effort and extensive human playtesting during development. For this reason, this work focuses on generating balanced levels tailored to…
This paper introduces PersonaAI, a cutting-edge application that leverages Retrieval-Augmented Generation (RAG) and the LLAMA model to create highly personalized digital avatars capable of accurately mimicking individual personalities.…
This paper introduces Personalized Path Recourse, a novel method that generates recourse paths for a reinforcement learning agent. The goal is to edit a given path of actions to achieve desired goals (e.g., better outcomes compared to the…
People are remarkably capable of generating their own goals, beginning with child's play and continuing into adulthood. Despite considerable empirical and computational work on goals and goal-oriented behavior, models are still far from…
We present PORTAL, a novel framework for developing artificial intelligence agents capable of playing thousands of 3D video games through language-guided policy generation. By transforming decision-making problems into language modeling…
Procedural Content Generation (PCG) methods are valuable tools to speed up the game development process. Moreover, PCG may also present in games as features, such as the procedural dungeon generation (PDG) in Moonlighter (Digital Sun,…
We introduce the General Video Game Rule Generation problem, and the eponymous software framework which will be used in a new track of the General Video Game AI (GVGAI) competition. The problem is, given a game level as input, to generate…
We study a simple adaptive model in the framework of an N -player normal form game. The model consists of a repeated game where the players only know their own action space and their own payoff scored at each stage, not those of the other…
Basically, in (one-player) war Real Time Strategy (wRTS) games a human player controls, in real time, an army consisting of a number of soldiers and her aim is to destroy the opponent's assets where the opponent is a virtual (i.e.,…
We present the last of a series of three academic essays which deal with the question of how and why to build a generalized player model. We propose that a general player model needs parameters for subjective experience of play, including:…
The development of believable, natural, and interactive digital artificial agents is a field of growing interest. Theoretical uncertainties and technical barriers present considerable challenges to the field, particularly with regards to…
Autonomous multi-agent systems such as hospital robots and package delivery drones often operate in highly uncertain environments and are expected to achieve complex temporal task objectives while ensuring safety. While learning-based…