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In this paper, we propose a method and workflow for automating regression testing of certain video game aspects using automated planning and incremental action model learning techniques. The basic idea is to use detailed game logs and…
Molecules in equilibrium follow a Boltzmann distribution, making the underlying energy landscape a physically grounded modeling objective. However, such landscapes are difficult to learn from data and, once learned, hard to sample from.…
A natural goal in multiagent learning besides finding equilibria is to learn rationalizable behavior, where players learn to avoid iteratively dominated actions. However, even in the basic setting of multiplayer general-sum games, existing…
Energy-Based Models (EBMs) present a flexible and appealing way to represent uncertainty. Despite recent advances, training EBMs on high-dimensional data remains a challenging problem as the state-of-the-art approaches are costly, unstable,…
When a game involves many agents or when communication between agents is not possible, it is useful to resort to distributed learning where each agent acts in complete autonomy without any information on the other agents' situations.…
Embodied Visual Tracking (EVT), a core dynamic task in embodied intelligence, requires an agent to precisely follow a language-specified target. Yet most existing methods rely on single-agent imitation learning, suffering from costly expert…
Model-free reinforcement learning (RL) can be used to learn effective policies for complex tasks, such as Atari games, even from image observations. However, this typically requires very large amounts of interaction -- substantially more,…
The goal of imitation learning is to mimic expert behavior from demonstrations, without access to an explicit reward signal. A popular class of approach infers the (unknown) reward function via inverse reinforcement learning (IRL) followed…
Software Engineering is an engineering discipline but lacks a solid theoretical foundation. One effort in remedying this situation has been the SEMAT Essence specification. Essence consists of a language for modeling Software Engineering…
Motivation: Developing high-performing bioinformatics models typically requires repeated cycles of hypothesis formulation, architectural redesign, and empirical validation, making progress slow, labor-intensive, and difficult to reproduce.…
In this paper, we address the problem of creating believable agents (virtual characters) in video games. We consider only one meaning of believability, ``giving the feeling of being controlled by a player'', and outline the problem of its…
We introduce Evolutionary Ensemble (EvE), a decentralized framework that organizes existing, highly capable coding agents into a live, co-evolving system for algorithmic discovery. Rather than reinventing the wheel within the "LLMs as…
Embodied exploration is a target-driven process that requires embodied agents to possess fine-grained perception and knowledge-enhanced decision making. While recent attempts leverage MLLMs for exploration due to their strong perceptual and…
Sample complexity and safety are major challenges when learning policies with reinforcement learning for real-world tasks, especially when the policies are represented using rich function approximators like deep neural networks. Model-based…
Games have always been a popular test bed for artificial intelligence techniques. Game developers are always in constant search for techniques that can automatically create computer games minimizing the developer's task. In this work we…
Vision-language models (VLMs) have shown remarkable general capabilities, yet embodied agents built on them fail at complex tasks, often skipping critical steps, proposing invalid actions, and repeating mistakes. These failures arise from a…
Evolution gave rise to human and animal intelligence here on Earth. We argue that the path to developing artificial human-like-intelligence will pass through mimicking the evolutionary process in a nature-like simulation. In Nature, there…
Autonomous mobile app interaction has become increasingly important with growing complexity of mobile applications. Developing intelligent agents that can effectively navigate and interact with mobile apps remains a significant challenge.…
We propose a new method for training an agent via an evolutionary strategy (ES), in which we iteratively improve a set of samples to imitate: Starting with a random set, in every iteration we replace a subset of the samples with samples…
Simulation models often have parameters as input and return outputs to understand the behavior of complex systems. Calibration is the process of estimating the values of the parameters in a simulation model in light of observed data from…