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Algorithmic approaches to exhaustive coverage have application in video games, enabling automatic game level exploration. Current designs use simple heuristics that frequently result in poor performance or exhibit unnatural behaviour. In…
In this paper, we study the problem of partitioning a graph into connected and colored components called blocks. Using bivariate generating functions and combinatorial techniques, we determine the expected number of blocks when the vertices…
The ability to form complex plans based on raw visual input is a litmus test for current capabilities of artificial intelligence, as it requires a seamless combination of visual processing and abstract algorithmic execution, two…
This note introduces a PDE-like Toy-Model that embeds several aspects of Territory Working. The long term goal is to build a software tool that behaves like a Territory, and in particular that incorporates its multi-scale-in-time-and-space…
Classical AI planners provide solutions to planning problems in the form of long and opaque text outputs. To aid in the understanding transferability of planning solutions, it is necessary to have a rich and comprehensible representation…
Locally finding a solution to symmetry-breaking tasks such as vertex-coloring, edge-coloring, maximal matching, maximal independent set, etc., is a long-standing challenge in distributed network computing. More recently, it has also become…
Strategic interactions often take place in an environment rife with uncertainty. As a result, the equilibrium of a game is intimately related to the information available to its players. The \emph{signaling problem} abstracts the task faced…
We introduce an impartial combinatorial game on Steiner triple systems called Nofil. Players move alternately, choosing points of the triple system. If a player is forced to fill a block on their turn, they lose. We explore the play of…
Parity games have important practical applications in formal verification and synthesis, especially to solve the model-checking problem of the modal mu-calculus. They are also interesting from the theory perspective, because they are widely…
The matching of multiple objects (e.g. shapes or images) is a fundamental problem in vision and graphics. In order to robustly handle ambiguities, noise and repetitive patterns in challenging real-world settings, it is essential to take…
Graph Pebbling is a well-studied single-player game on graphs. We introduce the game of Blocking Pebbles which adapts Graph Pebbling into a two-player strategy game in order to examine it within the context of Combinatorial Game Theory.…
Rearranging densely packed tabletop objects is challenging when parallel-gripper picks are infeasible without sufficient clearance around an object. This work studies the problem characteristics for practically motivated settings with…
Creatively translating complex gameplay ideas into executable artifacts (e.g., games as Unity projects and code) remains a central challenge in computational game creativity. Gameplay design patterns provide a structured representation for…
The 15 puzzle is a classic reconfiguration puzzle with fifteen uniquely labeled unit squares within a $4 \times 4$ board in which the goal is to slide the squares (without ever overlapping) into a target configuration. By generalizing the…
Motivated by the prospect of nano-robots that assist human physiological functions at the nanoscale, we investigate the coating problem in the three-dimensional model for hybrid programmable matter. In this model, a single agent with…
Game level blending via machine learning, the process of combining features of game levels to create unique and novel game levels using Procedural Content Generation via Machine Learning (PCGML) techniques, has gained increasing popularity…
Our goal is to enable robots to plan sequences of tabletop actions to push a block with unknown physical properties to a desired goal pose. We approach this problem by learning the constituent models of a Partially-Observable Markov…
Automated game balancing has often focused on single-agent scenarios. In this paper we present a tool for balancing multi-player games during game design. Our approach requires a designer to construct an intuitive graphical representation…
Encoding 2-player games in QBF correctly and efficiently is challenging and error-prone. To enable concise specifications and uniform encodings of games played on grid boards, like Tic-Tac-Toe, Connect-4, Domineering, Pursuer-Evader and…
Motivated by targeted drug delivery, we investigate the gathering of particles in the full tilt model of externally controlled motion planning: A set of particles is located at the tiles of a polyomino with all particles reacting uniformly…