Related papers: Level generation for rhythm VR games
Fighting games such as Street Fighter II present unique challenges to reinforcement learning (RL) agents due to their fast-paced, real-time nature. In most RL frameworks, agents are hard-coded to make decisions at a fixed interval,…
This paper introduces a surrogate model of gameplay that learns the mapping between different game facets, and applies it to a generative system which designs new content in one of these facets. Focusing on the shooter game genre, the paper…
Vision-Language Models (VLMs) have advanced rapidly in multimodal perception and language understanding, yet it remains unclear whether they can reliably ground language into spatially coherent, plausibly executable actions in 3D digital…
Sequential reasoning is a complex human ability, with extensive previous research focusing on gaming AI in a single continuous game, round-based decision makings extending to a sequence of games remain less explored. Counter-Strike: Global…
Achieving optimal balance in games is essential to their success, yet reliant on extensive manual work and playtesting. To facilitate this process, the Procedural Content Generation via Reinforcement Learning (PCGRL) framework has recently…
A recurrent Neural Network (RNN) is trained to predict sound samples based on audio input augmented by control parameter information for pitch, volume, and instrument identification. During the generative phase following training, audio…
Digitalization is changing how people visit museums and explore the artifacts they house. Museums, as important educational venues outside classrooms, need to actively explore the application of digital interactive media, including games…
Online Cloud gaming demands real-time, high-quality video transmission across variable wide-area networks (WANs). Neural-enhanced video transmission algorithms employing super-resolution (SR) for video quality enhancement have effectively…
We present the Virtual Human Benchmark (VHB) game to evaluate and improve physical and cognitive acuity. VHB simulates in 3D the BATAK lightboard game, which is designed to improve physical reaction and hand-eye coordination, on the…
Training GANs on videos is even more sophisticated than on images because videos have a distinguished dimension: time. While recent methods designed a dedicated architecture considering time, generated videos are still far from…
Graph convolutional network (GCN) emerges as a promising direction to learn the inductive representation in graph data commonly used in widespread applications, such as E-commerce, social networks, and knowledge graphs. However, learning…
Open-source simulation tools play a crucial role for neuromorphic application engineers and hardware architects to investigate performance bottlenecks and explore design optimizations before committing to silicon. Reconfigurable…
In this report, we inspect the application of an evolutionary approach to the game of Rack'O, which is a card game revolving around the notion of decision making. We first apply the evolutionary technique for obtaining a set of rules over…
Automated planning algorithms require an action model specifying the preconditions and effects of each action, but obtaining such a model is often hard. Learning action models from observations is feasible, but existing algorithms for…
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…
We present a benchmark suite for visual perception. The benchmark is based on more than 250K high-resolution video frames, all annotated with ground-truth data for both low-level and high-level vision tasks, including optical flow, semantic…
Humans learn by interacting with their environments and perceiving the outcomes of their actions. A landmark in artificial intelligence has been the development of deep reinforcement learning (dRL) algorithms capable of doing the same in…
Algorithms that generate computer game content require game design knowledge. We present an approach to automatically learn game design knowledge for level design from gameplay videos. We further demonstrate how the acquired design…
We study building multi-task agents in open-world environments. Without human demonstrations, learning to accomplish long-horizon tasks in a large open-world environment with reinforcement learning (RL) is extremely inefficient. To tackle…
Working in complex industrial facilities requires spatial navigation skills that people build up with time and field experience. Training sessions consisting in guided tours help discover places but they are insufficient to become…