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This paper focuses on procedurally generating rules and communicating them to players to adjust the difficulty. This is part of a larger project to collect and adapt games in educational games for young children using a digital puzzle game…

Human-Computer Interaction · Computer Science 2025-03-20 Thomas Volden , Djordje Grbic , Paolo Burelli

Predicting and improving player retention is crucial to the success of mobile Free-to-Play games. This paper explores the problem of rapid retention prediction in this context. Heuristic modeling approaches are introduced as a way of…

Large Language Models (LLMs) with inference-time scaling techniques show promise for code generation, yet face notable efficiency and scalability challenges. Construction-based tree-search methods suffer from rapid growth in tree size, high…

Computation and Language · Computer Science 2025-08-12 Zhiyi Lyu , Jianguo Huang , Yanchen Deng , Steven Hoi , Bo An

Graph theory is a cornerstone of Computer Science education, yet entry-level students often struggle to map abstract node-edge relationships to practical applications. This paper presents the design and architecture of a Minecraft-based…

Human-Computer Interaction · Computer Science 2026-04-16 Luca-Stefan Pirvu , Bogdan-Alexandru Maciuca , Andrei-Ciprian Rabu , Adrian-Marius Dumitran

Decoding strategies play a pivotal role in text generation for modern language models, yet a puzzling gap divides theory and practice. Surprisingly, strategies that should intuitively be optimal, such as Maximum a Posteriori (MAP), often…

Machine Learning · Computer Science 2025-05-20 Sijin Chen , Omar Hagrass , Jason M. Klusowski

The placement of vegetation plays a central role in the realism of virtual scenes. We introduce procedural placement models (PPMs) for vegetation in urban layouts. PPMs are environmentally sensitive to city geometry and allow identifying…

Graphics · Computer Science 2020-08-17 Till Niese , Sören Pirk , Matthias Albrecht , Bedrich Benes , Oliver Deussen

Various popular multiplayer battle royale games share a lot of common elements. Drawing from our observations, we summarized these shared characteristics and subsequently proposed a novel heuristic algorithm named multiplayer battle…

Neural and Evolutionary Computing · Computer Science 2024-01-02 Yuefeng Xu , Rui Zhong , Chao Zhang , Jun Yu

In the last decade, scenario-based serious-games have become a main tool for learning new skills and capabilities. An important factor in the development of such systems is the overhead in time, cost and human resources to manually create…

Artificial Intelligence · Computer Science 2014-02-21 Sigal Sina , Sarit Kraus , Avi Rosenfeld

Markov Chain Monte Carlo (MCMC) algorithms ubiquitously employ complex deterministic transformations to generate proposal points that are then filtered by the Metropolis-Hastings-Green (MHG) test. However, the condition of the target…

Machine Learning · Computer Science 2021-06-08 Kirill Neklyudov , Max Welling

Several methods for generating random Steiner triple systems (STSs) have been proposed in the literature, such as Stinson's hill-climbing algorithm and Cameron's algorithm, but these are not yet completely understood. Those algorithms, as…

Combinatorics · Mathematics 2023-05-09 Daniel Heinlein , Patric R. J. Östergård

We introduce the General Video Game Rule Generation problem, and the eponymous software framework which will be used in a new track of the General Video Game AI (GVGAI) competition. The problem is, given a game level as input, to generate…

Artificial Intelligence · Computer Science 2019-06-13 Ahmed Khalifa , Michael Cerny Green , Diego Perez-Liebana , Julian Togelius

To facilitate research in the direction of fine-tuning foundation models from human feedback, we held the MineRL BASALT Competition on Fine-Tuning from Human Feedback at NeurIPS 2022. The BASALT challenge asks teams to compete to develop…

We show that the algorithm to extract diverse M -solutions from a Conditional Random Field (called divMbest [1]) takes exactly the form of a Herding procedure [2], i.e. a deterministic dynamical system that produces a sequence of hypotheses…

Computer Vision and Pattern Recognition · Computer Science 2017-01-31 Ece Ozkan , Gemma Roig , Orcun Goksel , Xavier Boix

In MCMC methods, such as the Metropolis-Hastings (MH) algorithm, the Gibbs sampler, or recent adaptive methods, many different strategies can be proposed, often associated in practice to unknown rates of convergence. In this paper we…

Statistics Theory · Mathematics 2007-06-13 Didier Chauveau , Pierre Vandekerkhove

Constructing AI models that respond to text instructions is challenging, especially for sequential decision-making tasks. This work introduces a methodology, inspired by unCLIP, for instruction-tuning generative models of behavior without…

Artificial Intelligence · Computer Science 2024-02-06 Shalev Lifshitz , Keiran Paster , Harris Chan , Jimmy Ba , Sheila McIlraith

Grid space partitioning is a technique to speed up queries to graphics databases. We present a parallel grid construction algorithm which can efficiently construct a structured grid on GPU hardware. Our approach is substantially faster than…

Graphics · Computer Science 2024-03-19 Vasco Costa , João M. Pereira , Joaquim Jorge

We study the strategic considerations of miners participating in the bitcoin's protocol. We formulate and study the stochastic game that underlies these strategic considerations. The miners collectively build a tree of blocks, and they are…

Computer Science and Game Theory · Computer Science 2016-07-11 Aggelos Kiayias , Elias Koutsoupias , Maria Kyropoulou , Yiannis Tselekounis

The steel structure demolition scheme needs to be compiled according to the specific engineering characteristics and the update results of the finite element model. The designers need to refer to the relevant engineering cases according to…

Computation and Language · Computer Science 2025-08-25 Zhifeng Yang , Peizong Wu

Compared with traditional design methods, generative design significantly attracts engineers in various disciplines. In thiswork, howto achieve the real-time generative design of optimized structures with various diversities and…

Computational Engineering, Finance, and Science · Computer Science 2024-01-23 Zongliang Du , Xinyu Ma , Wenyu Hao , Yuan Liang , Xiaoyu Zhang , Hongzhi Luo , Xu Guo

Automatic generation of level maps is a popular form of automatic content generation. In this study, a recently developed technique employing the {\em do what's possible} representation is used to create open-ended level maps. Generation of…

Artificial Intelligence · Computer Science 2019-05-24 Daniel Ashlock , Christoph Salge