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Roguelike games generally feature exploration problems as a critical, yet often repetitive element of gameplay. Automated approaches, however, face challenges in terms of optimality, as well as due to incomplete information, such as from…
The central result of classical game theory states that every finite normal form game has a Nash equilibrium, provided that players are allowed to use randomized (mixed) strategies. However, in practice, humans are known to be bad at…
We consider the problem of routing for logistics purposes, in a contested environment where an adversary attempts to disrupt the vehicle along the chosen route. We construct a game-theoretic model that captures the problem of optimal…
In this work, Pseudo-Random Bit Generation (PRBG) based on 2D chaotic mappings of logistic type is considered. The sequences generated with two Pseudorandom Bit Generators (PRBGs) of this type are statistically tested and the computational…
Many games are reliant on creating new and engaging content constantly to maintain the interest of their player-base. One such example are puzzle games, in such it is common to have a recurrent need to create new puzzles. Creating new…
Rank aggregation with pairwise comparisons is widely encountered in sociology, politics, economics, psychology, sports, etc . Given the enormous social impact and the consequent incentives, the potential adversary has a strong motivation to…
In the last decade, autonomous navigation for roboticshas been leveraged by deep learning and other approachesbased on machine learning. These approaches have demon-strated significant advantages in robotics performance. Butthey have the…
Self-adaptive systems (SAS) can reconfigure at run time in response to changing situations to express acceptable behaviors in the face of uncertainty. With respect to game design, such situations may include user input, emergent behaviors,…
Randomized algorithms provide solutions to two ubiquitous problems: (1) the distributed calculation of a principal component analysis or singular value decomposition of a highly rectangular matrix, and (2) the distributed calculation of a…
Real-time generation of natural-looking floor plans is vital in games with dynamic environments. This paper presents an algorithm to generate suburban house floor plans in real-time. The algorithm is based on the work presented in [1].…
Algorithms that generate computer game content require game design knowledge. We present an approach to automatically learn game design knowledge for level design from gameplay videos. We further demonstrate how the acquired design…
Emergency training and planning provide structured curricula, rule-based action items, and interdisciplinary collaborative entities to imitate and teach real-life tasks. This rule-based structure enables the curricula to be transferred into…
This paper explores the development and viability of an alternative pseudorandom number generator (PRNG) that leverages the chaotic dynamics of multiple pendulum systems. Some traditional PRNGs, notably the one implemented in the…
With the increase in the availability of Building Information Models (BIM) and (semi-) automatic tools to generate BIM from point clouds, we propose a world model architecture and algorithms to allow the use of the semantic and geometric…
This paper introduces the Procedural Content Generation Benchmark for evaluating generative algorithms on different game content creation tasks. The benchmark comes with 12 game-related problems with multiple variants on each problem.…
The optimizations of the track fittings require complex simulations of silicon strip detectors to be compliant with the fundamental properties of the hit heteroscedasticity. Many different generations of random numbers must be available…
Procedural generation is used across game design to achieve a wide variety of ends, and has led to the creation of several game subgenres by injecting variance, surprise or unpredictability into otherwise static designs. Information games…
In this paper, we study the average case complexity of the Unique Games problem. We propose a natural semi-random model, in which a unique game instance is generated in several steps. First an adversary selects a completely satisfiable…
Game balancing is an important part of the (computer) game design process, in which designers adapt a game prototype so that the resulting gameplay is as entertaining as possible. In industry, the evaluation of a game is often based on…
In spam and malware detection, attackers exploit randomization to obfuscate malicious data and increase their chances of evading detection at test time; e.g., malware code is typically obfuscated using random strings or byte sequences to…