Related papers: Towards a Holodeck-style Simulation Game
We introduce the concept of a generative infinite game, a video game that transcends the traditional boundaries of finite, hard-coded systems by using generative models. Inspired by James P. Carse's distinction between finite and infinite…
3D simulated environments play a critical role in Embodied AI, but their creation requires expertise and extensive manual effort, restricting their diversity and scope. To mitigate this limitation, we present Holodeck, a system that…
This research introduces Procedural Artificial Narrative using Generative AI (PANGeA), a structured approach for leveraging large language models (LLMs), guided by a game designer's high-level criteria, to generate narrative content for…
Just as computational simulations of atoms, molecules and cells have shaped the way we study the sciences, true-to-life simulations of human-like agents can be valuable tools for studying human behavior. We propose Humanoid Agents, a system…
Generative AI can be used in multi-actor environments with purposes ranging from social science modeling to interactive narrative and AI evaluation. Supporting this diversity of use cases -- which we classify as Simulationist, Dramatist,…
GUI agents that interact with graphical interfaces on behalf of users represent a promising direction for practical AI assistants. However, training such agents is hindered by the scarcity of suitable environments. We present InfiniteWeb, a…
The space of Artificial Intelligence entities is dominated by conversational bots. Some of them fit in our pockets and we take them everywhere we go, or allow them to be a part of human homes. Siri, Alexa, they are recognised as present in…
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 rise of AI-driven manipulation poses significant risks to societal trust and democratic processes. Yet, studying these effects in real-world settings at scale is ethically and logistically impractical, highlighting a need for simulation…
Human writers often begin their stories with an overarching mental scene, where they envision the interactions between characters and their environment. Inspired by this creative process, we propose a novel approach to long-form story…
This paper introduces and formalizes Noosem\`ia, a novel cognitive-phenomenological pattern emerging from human interaction with generative AI systems, particularly those enabling dialogic or multimodal exchanges. We propose a…
Agent-based modeling has been around for decades, and applied widely across the social and natural sciences. The scope of this research method is now poised to grow dramatically as it absorbs the new affordances provided by Large Language…
Simulations, although powerful in accurately replicating real-world systems, often remain inaccessible to non-technical users due to their complexity. Conversely, large language models (LLMs) provide intuitive, language-based interactions…
The process of playtesting a game is subjective, expensive and incomplete. In this paper, we present a playtesting approach that explores the game space with automated agents and collects data to answer questions posed by the designers.…
Believable proxies of human behavior can empower interactive applications ranging from immersive environments to rehearsal spaces for interpersonal communication to prototyping tools. In this paper, we introduce generative…
3D scene generation plays a crucial role in gaming, artistic creation, virtual reality, and many other domains. However, current 3D scene design still relies heavily on extensive manual effort from creators, and existing automated methods…
Game-theoretic dynamics between AI agents could differ from traditional human-human interactions in various ways. One such difference is that it may be possible to accurately simulate an AI agent, for example because its source code is…
This paper presents an empirical investigation of the extent to which spoken Humanoid Embodied Conversational Agents (HECAs) can foster usability in mobile serious game (MSG) applications. The aim of the research is to assess the impact of…
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…
Understanding, navigating, and exploring the 3D physical real world has long been a central challenge in the development of artificial intelligence. In this work, we take a step toward this goal by introducing GenEx, a system capable of…