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Games are often designed to shape player behavior in a desired way; however, it can be unclear how design decisions affect the space of behaviors in a game. Designers usually explore this space through human playtesting, which can be…
Exciting contemporary machine learning problems have recently been phrased in the classic formalism of tree search -- most famously, the game of Go. Interestingly, the state-space underlying these sequential decision-making problems often…
The optimal value computation for turned-based stochastic games with reachability objectives, also known as simple stochastic games, is one of the few problems in $NP \cap coNP$ which are not known to be in $P$. However, there are some…
We study hedonic coalition formation games in which cooperation among the players is restricted by a graph structure: a subset of players can form a coalition if and only if they are connected in the given graph. We investigate the…
In the last decade, scenario-based serious-games have become a main tool for learning new skills and capabilities. An important factor in the development of such systems is the overhead in time, cost and human resources to manually create…
We study the problem of generating source code in a strongly typed, Java-like programming language, given a label (for example a set of API calls or types) carrying a small amount of information about the code that is desired. The generated…
Challenges for physical solitaire puzzle games are typically designed in advance by humans and limited in number. Alternatively, some games incorporate rules for stochastic setup, where the human solver randomly sets up the game board…
Machine learning has been a popular tool in many different fields, including procedural content generation. However, procedural content generation via machine learning (PCGML) approaches can struggle with controllability and coherence. In…
We describe a high-speed physical random number generator based on a hybrid Boolean network with autonomous and clocked logic gates, realized on a reconfigurable chip. The autonomous logic gates are arranged in a bidirectional ring topology…
In several FICO studies logistic regression has been shown to be a very competitive technology for developing unrestricted scoring models, especially for performance metrics like ROC area. Application of logistic regression has been…
We investigate the merits of replication, and provide methods for optimal design (including replicates), with the goal of obtaining globally accurate emulation of noisy computer simulation experiments. We first show that replication can be…
Sequential reasoning is a complex human ability, with extensive previous research focusing on gaming AI in a single continuous game, round-based decision makings extending to a sequence of games remain less explored. Counter-Strike: Global…
Security of information transmitted through the Internet, against passive or active attacks is an international concern. The use of a chaos-based pseudo-random bit sequence to make it unrecognizable by an intruder, is a field of research in…
A general method to produce uniformly distributed pseudorandom numbers with extended precision by combining two pseudorandom numbers with lower precision is proposed. In particular, this method can be used for pseudorandom number generation…
This paper introduces a novel numerical approach to achieving smooth lane-change trajectories in autonomous driving scenarios. Our trajectory generation approach leverages particle swarm optimization (PSO) techniques, incorporating Neural…
Work zone navigation remains one of the most challenging manoeuvres for autonomous vehicles (AVs), where constrained geometries and unpredictable traffic patterns create a high-risk environment. Despite extensive research on AV trajectory…
Collaborative Simultaneous Localization and Mapping (CSLAM) is a critical capability for enabling multiple robots to operate in complex environments. Most CSLAM techniques rely on the transmission of low-level features for visual and…
We consider dynamics of a scalar piecewise linear "saw map" with infinitely many linear segments. In particular, such maps are generated as a Poincar\'e map of simple two-dimensional discrete time piecewise linear systems involving a…
We introduce ClutterGen, a physically compliant simulation scene generator capable of producing highly diverse, cluttered, and stable scenes for robot learning. Generating such scenes is challenging as each object must adhere to physical…
We study a class of two-player competitive concurrent stochastic games on graphs with reachability objectives. Specifically, player 1 aims to reach a subset $F_1$ of game states, and player 2 aims to reach a subset $F_2$ of game states…