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Autonomous agents powered by large language models (LLMs) show significant potential for achieving high autonomy in various scenarios such as software development. Recent research has shown that LLM agents can leverage past experiences to…
When training artificial intelligence for games encompassing multiple roles, the development of a generalized model capable of controlling any character within the game presents a viable option. This strategy not only conserves…
Fine tuning distributed systems is considered to be a craftsmanship, relying on intuition and experience. This becomes even more challenging when the systems need to react in near real time, as streaming engines have to do to maintain…
Text-based games present a unique class of sequential decision making problem in which agents interact with a partially observable, simulated environment via actions and observations conveyed through natural language. Such observations…
Understanding player behavior is fundamental in game data science. Video games evolve as players interact with the game, so being able to foresee player experience would help to ensure a successful game development. In particular, game…
The Instruction-Driven Game Engine (IDGE) project aims to democratize game development by enabling a large language model (LLM) to follow free-form game rules and autonomously generate game-play processes. The IDGE allows users to create…
Planning is a fundamental activity, arising frequently in many contexts, from daily tasks to industrial processes. The planning task consists of selecting a sequence of actions to achieve a specified goal from specified initial conditions.…
The emergence of large language models (LLMs) has substantially influenced natural language processing, demonstrating exceptional results across various tasks. In this study, we employ ``Introspective Tips" to facilitate LLMs in…
Lane changes are complex safety and throughput critical driver actions. Most lane changing models deal with lane-changing maneuvers solely from the merging driver's standpoint and thus ignore driver interaction. To overcome this…
Text-based games are suitable test-beds for designing agents that can learn by interaction with the environment in the form of natural language text. Very recently, deep reinforcement learning based agents have been successfully applied for…
GraphFlow is a visual workflow system designed to improve the reliability of agentic AI automation in multi-step, mission-critical processes. In these workflows, small errors compound rapidly: under an idealized model of independent steps,…
Traditional esports scouting workflows rely heavily on manual video review and aggregate performance metrics, which often fail to capture the nuanced decision-making patterns necessary to determine if a prospect fits a specific tactical…
We present a new method for multi-agent planning involving human drivers and autonomous vehicles (AVs) in unsignaled intersections, roundabouts, and during merging. In multi-agent planning, the main challenge is to predict the actions of…
Reinforcement learning (RL) agents improve through trial-and-error, but when reward is sparse and the agent cannot discover successful action sequences, learning stagnates. This has been a notable problem in training deep RL agents to…
Traditionally, AI development for two-player zero-sum games has relied on two primary techniques: decision trees and reinforcement learning (RL). A common approach involves using a fixed decision tree as one player's strategy while training…
Large language models (LLMs) are increasingly integrated with specialized external tools, yet many tasks demand zero-shot tool usage with minimal or noisy documentation. Existing solutions rely on manual rewriting or labeled data for…
We present initial research towards procedural generation of Simplified Boardgames and translating them into an efficient GDL code. This is a step towards establishing Simplified Boardgames as a comparison class for General Game Playing…
Human gameplay is a visually grounded interaction loop in which players act, reflect on failures, and watch tutorials to refine strategies. Can Vision-Language Models (VLMs) also learn from video-based reflection? We present GameVerse, a…
In this work we propose a planning and acting architecture endowed with a module which learns to select subgoals with Deep Q-Learning. This allows us to decrease the load of a planner when faced with scenarios with real-time restrictions.…
Task planning, the problem of sequencing actions to reach a goal from an initial state, is a core capability requirement for autonomous robotic systems. Whether large language models (LLMs) can serve as viable planners alongside classical…