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Modelling pedestrian behavior is crucial in the development and testing of autonomous vehicles. In this work, we present a hierarchical pedestrian behavior model that generates high-level decisions through the use of behavior trees, in…
A hallmark of intelligence is the ability to exhibit a wide range of effective behaviors. Inspired by this principle, Quality-Diversity algorithms, such as MAP-Elites, are evolutionary methods designed to generate a set of diverse and…
Recent research on Vision-and-Language Navigation (VLN) indicates that agents suffer from poor generalization in unseen environments due to the lack of realistic training environments and high-quality path-instruction pairs. Most existing…
The performance of computer vision models in certain real-world applications (e.g., rare wildlife observation) is limited by the small number of available images. Expanding datasets using pre-trained generative models is an effective way to…
To address the challenge of insufficient interactivity and behavioral diversity in autonomous driving decision-making, this paper proposes a Cognitive Hierarchical Agent for Reasoning and Motion Stylization (CHARMS). By leveraging Level-k…
Procedural content generation has enabled vast virtual worlds through levels, maps, and quests, but large-scale character generation remains underexplored. We identify two alignment-induced biases in existing methods: a positive moral bias,…
Procedural Content Generation (PCG) is a technique to generate complex and diverse environments in an automated way. However, while generating content with PCG methods is often straightforward, generating meaningful content that reflects…
Mathematical problem generation (MPG) is a significant research direction in the field of intelligent education. In recent years, the rapid development of large language models (LLMs) has enabled new technological approaches to…
In this paper we propose a method that learns to play Pac-Man. We define a set of high-level observation and action modules. Actions are temporally extended, and multiple action modules may be in effect concurrently. A decision of the agent…
We explore the automatic generation of interactive, scenario-based lessons designed to train novice human tutors who teach middle school mathematics online. Employing prompt engineering through a Retrieval-Augmented Generation approach with…
We present initial research towards procedural generation of Simplified Boardgames and translating them into an efficient GDL code. This is a step towards establishing Simplified Boardgames as a comparison class for General Game Playing…
Maps are a very important component of strategy games, and a time-consuming task if done by hand. Maps generated by traditional PCG techniques such as Perlin noise or tile-based PCG techniques look unnatural and unappealing, thus not…
Procedural terrain generation is the process of generating a digital representation of terrain using a computer program or procedure, with little to no human guidance. This paper proposes a procedural terrain generation algorithm based on a…
Designing effective task-level prompts is crucial for improving the performance of Large Language Models (LLMs). While prior work on instruction induction demonstrates that LLMs can infer better instructions with limited examples, existing…
Autonomous vehicles trained through Multi-Agent Reinforcement Learning (MARL) have shown impressive results in many driving scenarios. However, the performance of these trained policies can be impacted when faced with diverse driving styles…
This paper proposes the novel task of video generation conditioned on a SINGLE semantic label map, which provides a good balance between flexibility and quality in the generation process. Different from typical end-to-end approaches, which…
Traditional animation generation methods depend on training generative models with human-labelled data, entailing a sophisticated multi-stage pipeline that demands substantial human effort and incurs high training costs. Due to limited…
We propose a method to procedurally generate a familiar yet complex human artifact: the city. We are not trying to reproduce existing cities, but to generate artificial cities that are convincing and plausible by capturing developmental…
In this paper, a method for generating a map from path information described using natural language (textual path) is proposed. In recent years, robotics research mainly focus on vision-and-language navigation (VLN), a navigation task based…
Manually designing cloze test consumes enormous time and efforts. The major challenge lies in wrong option (distractor) selection. Having carefully-design distractors improves the effectiveness of learner ability assessment. As a result,…