Related papers: Level generation for rhythm VR games
Narrative archetypes (e.g., Hero's Journey, Three-act structure) provide universal story structures that resonate across cultures and media and are important for video game storytelling, yet existing LLM-based methods lack explicit use of…
Game-theoretic resource allocation on graphs (GRAG) involves two players competing over multiple steps to control nodes of interest on a graph, a problem modeled as a multi-step Colonel Blotto Game (MCBG). Finding optimal strategies is…
Embodied AI is an inevitable trend that emphasizes the interaction between intelligent entities and the real world, with broad applications in Robotics, especially target-driven navigation. This task requires the robot to find an object of…
Text-based adventure games provide a platform on which to explore reinforcement learning in the context of a combinatorial action space, such as natural language. We present a deep reinforcement learning architecture that represents the…
We hypothesize dance as a motion that forms a visual rhythm from music, where the visual rhythm can be perceived from an optical flow. If an agent can recognize the relationship between visual rhythm and music, it will be able to dance by…
Video game development is a complex endeavor, often involving complex software, large organizations, and aggressive release deadlines. Several studies have reported that periods of "crunch time" are prevalent in the video game industry, but…
We propose a new General Game Playing (GGP) system called Regular Games (RG). The main goal of RG is to be both computationally efficient and convenient for game design. The system consists of several languages. The core component is a…
We present a challenging new benchmark and learning-environment for robot learning: RLBench. The benchmark features 100 completely unique, hand-designed tasks ranging in difficulty, from simple target reaching and door opening, to longer…
Learning to perform abstract reasoning often requires decomposing the task in question into intermediate subgoals that are not specified upfront, but need to be autonomously devised by the learner. In Raven Progressive Matrices (RPM), the…
In the last decade, autonomous navigation for roboticshas been leveraged by deep learning and other approachesbased on machine learning. These approaches have demon-strated significant advantages in robotics performance. Butthey have the…
We present GameNGen, the first game engine powered entirely by a neural model that also enables real-time interaction with a complex environment over long trajectories at high quality. When trained on the classic game DOOM, GameNGen…
For large-scale graph analytics on the GPU, the irregularity of data access and control flow, and the complexity of programming GPUs, have presented two significant challenges to developing a programmable high-performance graph library.…
There is a broad consensus that the inability to form long-term plans is one of the key limitations of current foundational models and agents. However, the existing planning benchmarks remain woefully inadequate to truly measure their…
Game designs often center on the game mechanics---rules governing the logical evolution of the game. We seek to develop an intelligent system that generates computer games. As first steps towards this goal we present a composable and…
We accelerate deep reinforcement learning-based training in visually complex 3D environments by two orders of magnitude over prior work, realizing end-to-end training speeds of over 19,000 frames of experience per second on a single GPU and…
Solving robotic navigation tasks via reinforcement learning (RL) is challenging due to their sparse reward and long decision horizon nature. However, in many navigation tasks, high-level (HL) task representations, like a rough floor plan,…
Vision-language reinforcement learning (RL) has primarily focused on narrow domains (e.g. geometry or chart reasoning). This leaves broader training scenarios and resources underexplored, limiting the exploration and learning of Vision…
We developed a novel assessment platform with untethered virtual reality, 3-dimensional sounds, and pressure sensing floor mat to help assess the walking balance and negotiation of obstacles given diverse sensory load and/or cognitive load.…
3D human reaction generation faces three main challenges:(1) high motion fidelity, (2) real-time inference, and (3) autoregressive adaptability for online scenarios. Existing methods fail to meet all three simultaneously. We propose…
Terrains are the main part of an electronic game. To reduce human effort on game development, procedural techniques are used to generate synthetic terrains. However rendering a terrain is not a trivial task. Their rendering techniques must…