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Believable proxies of human behavior can empower interactive applications ranging from immersive environments to rehearsal spaces for interpersonal communication to prototyping tools. In this paper, we introduce generative…
Interactive motion synthesis is essential in creating immersive experiences in entertainment applications, such as video games and virtual reality. However, generating animations that are both high-quality and contextually responsive…
The ability to combine linguistic guidance from others with direct experience is central to human development, enabling safe and rapid learning in new environments. How do people integrate these two sources of knowledge, and how might AI…
This research introduces Procedural Artificial Narrative using Generative AI (PANGeA), a structured approach for leveraging large language models (LLMs), guided by a game designer's high-level criteria, to generate narrative content for…
Some recent \textit{news recommendation} (NR) methods introduce a Pre-trained Language Model (PLM) to encode news representation by following the vanilla pre-train and fine-tune paradigm with carefully-designed recommendation-specific…
In robot learning, it is common to either ignore the environment semantics, focusing on tasks like whole-body control which only require reasoning about robot-environment contacts, or conversely to ignore contact dynamics, focusing on…
Pretrained language models have achieved state-of-the-art performance when adapted to a downstream NLP task. However, theoretical analysis of these models is scarce and challenging since the pretraining and downstream tasks can be very…
We propose a framework that enables autonomous vehicles (AVs) to proactively shape the intentions and behaviors of interacting human drivers. The framework employs a leader-follower game model with an adaptive role mechanism to predict…
Recently, pretrained language models (PLMs) have had exceptional success in language generation. To leverage the rich knowledge encoded by PLMs, a simple yet powerful paradigm is to use prompts in the form of either discrete tokens or…
Interacting with human agents in complex scenarios presents a significant challenge for robotic navigation, particularly in environments that necessitate both collision avoidance and collaborative interaction, such as indoor spaces. Unlike…
Player Experience Modelling (PEM) is the study of AI techniques applied to modelling a player's experience within a video game. PEM development can be labour-intensive, requiring expert hand-authoring or specialized data collection. In this…
Text-based games provide a framework for developing natural language understanding and commonsense knowledge about the world in reinforcement learning based agents. Existing text-based environments often rely on fictional situations and…
Diffusion models when conditioned on text prompts, generate realistic-looking images with intricate details. But most of these pre-trained models fail to generate accurate images when it comes to human features like hands, teeth, etc. We…
The remarkable success of pretrained language models has motivated the study of what kinds of knowledge these models learn during pretraining. Reformulating tasks as fill-in-the-blanks problems (e.g., cloze tests) is a natural approach for…
Conditional generative models such as DALL-E and Stable Diffusion generate images based on a user-defined text, the prompt. Finding and refining prompts that produce a desired image has become the art of prompt engineering. Generative…
Machine unlearning aims to remove specific outputs from trained models, often at the concept level, such as forgetting all occurrences of a particular celebrity or filtering content via text prompts. However, many undesired outputs, such as…
Accurately simulating real world object dynamics is essential for various applications such as robotics, engineering, graphics, and design. To better capture complex real dynamics such as contact and friction, learned simulators based on…
Text-driven human motion generation is a multimodal task that synthesizes human motion sequences conditioned on natural language. It requires the model to satisfy textual descriptions under varying conditional inputs, while generating…
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…
Small language models (SLM) are increasingly used as interactive decision-making agents, yet most decision-oriented evaluations ignore emotion as a causal factor influencing behavior. We study emotion-sensitive decision making by combining…