Related papers: Procedurally generating rules to adapt difficulty …
Procedural content generation (PCG) has become an increasingly popular technique in game development, allowing developers to generate dynamic, replayable, and scalable environments with reduced manual effort. In this study, a novel method…
Learning to communicate through interaction, rather than relying on explicit supervision, is often considered a prerequisite for developing a general AI. We study a setting where two agents engage in playing a referential game and, from…
Co-creative Procedural Content Generation via Machine Learning (PCGML) refers to systems where a PCGML agent and a human work together to produce output content. One of the limitations of co-creative PCGML is that it requires co-creative…
Game theory is used by all behavioral sciences, but its development has long centered around tools for relatively simple games and toy systems, such as the economic interpretation of equilibrium outcomes. Our contribution, compositional…
In Keynesian Beauty Contests notably modeled by p-guessing games, players try to guess the average of guesses multiplied by p. Convergence of plays to Nash equilibrium has often been justified by agents' learning. However, interrogations…
Research on emergent communication between deep-learning-based agents has received extensive attention due to its inspiration for linguistics and artificial intelligence. However, previous attempts have hovered around emerging communication…
Language is a powerful communicative and cognitive tool. It enables humans to express thoughts, share intentions, and reason about complex phenomena. Despite our fluency in using and understanding language, the question of how it arises and…
Automated story generation has been one of the long-standing challenges in NLP. Among all dimensions of stories, suspense is very common in human-written stories but relatively under-explored in AI-generated stories. While recent advances…
We present a new implementation of the LLM-driven genetic algorithm {\it funsearch}, whose aim is to generate examples of interest to mathematicians and which has already had some success in problems in extremal combinatorics. Our…
Procedural Content Generation via Machine Learning (PCGML) has enhanced game content creation, yet challenges in controllability and limited training data persist. This study addresses these issues by distilling a constructive PCG algorithm…
Conversations with non-player characters (NPCs) in games are typically confined to dialogue between a human player and a virtual agent, where the conversation is initiated and controlled by the player. To create richer, more believable…
Generative Adversarial Networks (GANs) are a machine learning approach capable of generating novel example outputs across a space of provided training examples. Procedural Content Generation (PCG) of levels for video games could benefit…
Generative model-based imitation learning methods have recently achieved strong results in learning high-complexity motor skills from human demonstrations. However, imitation learning of interactive policies that coordinate with humans in…
Language models like OpenAI's Generative Pre-Trained Transformers (GPT-2/3) capture the long-term correlations needed to generate text in a variety of domains (such as language translators) and recently in gameplay (chess, Go, and…
Driven by the rapid growth of machine learning, recent advances in game artificial intelligence (AI) have significantly impacted productivity across various gaming genres. Reward design plays a pivotal role in training game AI models,…
Question Generation aims to automatically generate questions based on a given input provided as context. A controllable question generation scheme focuses on generating questions with specific attributes, allowing better control. In this…
We designed and built a game called \textit{Immersive Text Game}, which allows the player to choose a story and a character, and interact with other characters in the story in an immersive manner of dialogues. The game is based on several…
The topic of Co-creation, i.e., AI agents interacting with humans to generate outputs (e.g., art), has gained significant attention recently. However, most studies focus on adult-human interactions in a digital setting. This paper explores…
In this chapter, we deal with some specific domains of applications to game theory. This is one of the major class of models in the new approaches of modelling in the economic domain. For that, we use genetic automata which allow to build…
In this paper, we use a large-scale play scripts dataset to propose the novel task of theatrical cue generation from dialogues. Using over one million lines of dialogue and cues, we approach the problem of cue generation as a controlled…