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In this paper we present a framework for the rendering of dynamic 3D virtual environments which can be integrated in the development of videogames. It includes methods to manage sounds and particle effects, paged static geometries, the…
Most games have, or can be generalised to have, a number of parameters that may be varied in order to provide instances of games that lead to very different player experiences. The space of possible parameter settings can be seen as a…
This paper presents a deep reinforcement learning algorithm for online accompaniment generation, with potential for real-time interactive human-machine duet improvisation. Different from offline music generation and harmonization, online…
The objective of this study is to design and implement a reinforcement learning (RL) environment using D\&D 5E combat scenarios to challenge smaller RL agents through interaction with a robust adversarial agent controlled by advanced Large…
This paper presents a commentator for providing real-time game commentary in a fighting game. The commentary takes into account highlight cues, obtained by analyzing scenes during gameplay, as input to adjust the pitch and loudness of…
Today, the optimal performance of existing noise-suppression algorithms, both data-driven and those based on classic statistical methods, is range bound to specific levels of instantaneous input signal-to-noise ratios. In this paper, we…
Gradient-based adversarial attacks on neural networks can be crafted in a variety of ways by varying either how the attack algorithm relies on the gradient, the network architecture used for crafting the attack, or both. Most recent work…
In fighting games, individual players of the same skill level often exhibit distinct strategies from one another through their gameplay. Despite this, the majority of AI agents for fighting games have only a single strategy for each "level"…
Deep reinforcement learning (DRL) is poised to revolutionise the field of artificial intelligence (AI) by endowing autonomous systems with high levels of understanding of the real world. Currently, deep learning (DL) is enabling DRL to…
With the rapid advancement of generative audio models, distinguishing between human-composed and generated music is becoming increasingly challenging. As a response, models for detecting fake music have been proposed. In this work, we…
This paper proposes a payoff perturbation technique for the Mirror Descent (MD) algorithm in games where the gradient of the payoff functions is monotone in the strategy profile space, potentially containing additive noise. The optimistic…
This work introduces a new subarea of performance tuning -- performance tuning in a shared interference-prone computing environment. We demonstrate that existing tuners are significantly suboptimal by design because of their inability to…
Major issues in Brain Computer Interfaces (BCIs) include low usability and poor user performance. This paper tackles them by ensuring the users to be in a state of immersion, control and motivation, called state of flow. Indeed, in various…
In this work we explore the use of latent representations obtained from multiple input sensory modalities (such as images or sounds) in allowing an agent to learn and exploit policies over different subsets of input modalities. We propose a…
As large language models (LLMs) become increasingly integrated into daily life, audio has emerged as a key interface for human-AI interaction. However, this convenience also introduces new vulnerabilities, making audio a potential attack…
In this work, we present a deep learning-based automatic multitrack music mixing system catered towards live performances. In a live performance, channels are often corrupted with acoustic bleeds of co-located instruments. Moreover,…
Text-to-music generation has advanced rapidly, with modern autoregressive and diffusion-based models producing convincing music from natural-language prompts. However, much of this progress relies on large-scale training data and external…
Motivated by the evolution of complex bird songs, an abstract imitation game is proposed to study the increase of dynamical complexity: Artificial "birds" display a "song" time series to each other, and those that imitate the other's song…
This paper presents the development of an Artificial Intelligence (AI) based fighter jet agent within a customized Pygame simulation environment, designed to solve multi-objective tasks via deep reinforcement learning (DRL). The jet's…
Current data-driven approaches for X-ray prohibited items detection remain under-explored, particularly in the design of effective data augmentations. Existing natural image augmentations for reflected light imaging neglect the data…