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Recent advances in large pre-trained language models have demonstrated strong results in generating natural languages and significantly improved performances for many natural language generation (NLG) applications such as machine…
Designing and evaluating personalized and proactive assistant agents remains challenging due to the time, cost, and ethical concerns associated with human-in-the-loop experimentation. Existing Human-Computer Interaction (HCI) methods often…
Research concerning organization and coordination within multi-agent systems continues to draw from a variety of architectures and methodologies. The work presented in this paper combines techniques from game theory and multi-agent systems…
This chapter outlines the relation between artificial intelligence (AI) / machine learning (ML) algorithms and digital games. This relation is two-fold: on one hand, AI/ML researchers can generate large, in-the-wild datasets of human…
Computer-Aided Design (CAD) is widely used for conceptual design and parametric 3D modeling, but typically requires a high level of expertise from designers. To lower the entry barrier and facilitate early-stage CAD modeling, we present…
To regulate a social system comprised of self-interested agents, economic incentives are often required to induce a desirable outcome. This incentive design problem naturally possesses a bilevel structure, in which a designer modifies the…
We attempt to automate various artistic processes by inventing a set of drawing games, analogous to the approach taken by emergent language research in inventing communication games. A critical difference is that drawing games demand much…
This paper describes the AI Drawing Partner, which is a co-creative drawing agent that also serves as a research platform to model co-creation. The AI Drawing Partner is an early example of a quantified co-creative AI system that…
This paper seeks to combine differential game theory with the actor-critic-identifier architecture to determine forward-in-time, approximate optimal controllers for formation tracking in multi-agent systems, where the agents have uncertain…
This study addresses the challenge that generative models struggle to balance flexibility, stability, and controllability in complex interactive scenarios. It proposes a controllable generation framework for dynamic interactive content…
This paper describes a method for generative player modeling and its application to the automatic testing of game content using archetypal player models called procedural personas. Theoretically grounded in psychological decision theory,…
Machine learning advances have afforded an increase in algorithms capable of creating art, music, stories, games, and more. However, it is not yet well-understood how machine learning algorithms might best collaborate with people to support…
AI-controlled characters in fighting games are expected to possess reasonably high skills and behave in a believable, human-like manner, exhibiting a diversity of play styles and strategies. Thus, the development of fighting game AI…
In this paper, we present a novel approach using the Auto GPT system alongside Design Sprint methodology to facilitate board game creation for inexperienced users. We introduce the implementation of Auto GPT for generating diverse board…
We present an approach to generate novel computer game levels that blend different game concepts in an unsupervised fashion. Our primary contribution is an analogical reasoning process to construct blends between level design models learned…
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…
Under the assumptions that (i) gamification consists of various types of users that experience game design elements differently; and (ii) gamification is deployed in order to achieve some goal in the broadest sense, we pose the gamification…
Creating and evaluating games manually is an arduous and laborious task. Procedural content generation can aid by creating game artifacts, but usually not an entire game. Evolutionary game design, which combines evolutionary algorithms with…
There currently exists a wide range of techniques to model and evolve artificial players for games. Existing techniques range from black box neural networks to entirely hand-designed solutions. In this paper, we demonstrate the feasibility…
Human-like Agents with diverse and dynamic personalities could serve as an essential design probe in the process of user-centered design, thereby enabling designers to enhance the user experience of interactive applications. In this…