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Given a finite collection of two-dimensional tile types, the field of study concerned with covering the plane with tiles of these types exclusively has a long history, having enjoyed great prominence in the last six to seven decades. Much…
Most research in planning focuses on generating a plan to achieve a desired set of goals. However, a goal specification can also be used to encode a property that should never hold, allowing a planner to identify a trace that would reach a…
We propose a new deep learning model for goal-driven tasks that require intuitive physical reasoning and intervention in the scene to achieve a desired end goal. Its modular structure is motivated by hypothesizing a sequence of intuitive…
While robots can learn models to solve many manipulation tasks from raw visual input, they cannot usually use these models to solve new problems. On the other hand, symbolic planning methods such as STRIPS have long been able to solve new…
Planning with pretrained diffusion models has emerged as a promising approach for solving test-time guided control problems. Standard gradient guidance typically performs optimally under convex, differentiable reward landscapes. However, it…
We consider the problem of solving a family of parametric mixed-integer linear optimization problems where some entries in the input data change. We introduce the concept of cutting-plane layer (CPL), i.e., a differentiable cutting-plane…
Particle Dobble is an open-access, gamified learning tool designed to address persistent misconceptions in particle physics education by symbolically representing elements of the Standard Model. Aimed at upper secondary and introductory…
The author presents two tricks to accelerate depth-first search algorithms for a class of combinatorial puzzle problems, such as tiling a tray by a fixed set of polyominoes. The first trick is to implement each assumption of the search with…
This paper explores the geometry of putting in the limiting case of a planar putting surface. Putts equidistant from the hole originating on an arc spanning \pm30 degrees are shown to share a common target point. Moving around the circle of…
We address one-shot imitation learning, where the goal is to execute a previously unseen task based on a single demonstration. While there has been exciting progress in this direction, most of the approaches still require a few hundred…
This paper considers a cooperative device-to-device (D2D) communication system, where the D2D transmitters (DTs) act as relays to assist cellular users (CUs) in exchange for the opportunities to use licensed spectrum. Based on the…
We present a new, stochastic variant of the projective splitting (PS) family of algorithms for monotone inclusion problems. It can solve min-max and noncooperative game formulations arising in applications such as robust ML without the…
We consider the problem of reconfiguring a two-dimensional connected grid arrangement of passive building blocks from a start configuration to a goal configuration, using a single active robot that can move on the tiles, remove individual…
Every time an Interactive Storytelling (IS) system gets a player input, it is facing the world-update problem. Classical approaches to this problem consist in mapping that input to known preprogrammed actions, what can severely constrain…
Promoting behavioural diversity is critical for solving games with non-transitive dynamics where strategic cycles exist, and there is no consistent winner (e.g., Rock-Paper-Scissors). Yet, there is a lack of rigorous treatment for defining…
Educational games can foster critical thinking, problem-solving, and motivation, yet instructors often find it difficult to design games that reliably achieve specific learning outcomes. Existing authoring environments reduce the need for…
Contemporary coding education often presents students with the task of developing programs that have user interaction and complex dynamic systems, such as mouse based games. While pedagogically compelling, there are no contemporary…
We study the complexity of the popular one player combinatorial game known as Flood-It. In this game the player is given an n by n board of tiles where each tile is allocated one of c colours. The goal is to make the colours of all tiles…
Recently, width-based planning methods have been shown to yield state-of-the-art results in the Atari 2600 video games. For this, the states were associated with the (RAM) memory states of the simulator. In this work, we consider the same…
Reasoning is a fundamental capability of large language models (LLMs), enabling them to comprehend, analyze, and solve complex problems. In this paper, we introduce TextGames, an innovative benchmark specifically crafted to assess LLMs…