Related papers: Fighting Game Adaptive Background Music for Improv…
A number of recent approaches to policy learning in 2D game domains have been successful going directly from raw input images to actions. However when employed in complex 3D environments, they typically suffer from challenges related to…
Deep reinforcement learning achieves superhuman performance in a range of video game environments, but requires that a designer manually specify a reward function. It is often easier to provide demonstrations of a target behavior than to…
We introduce Random Latent Exploration (RLE), a simple yet effective exploration strategy in reinforcement learning (RL). On average, RLE outperforms noise-based methods, which perturb the agent's actions, and bonus-based exploration, which…
In this study, we propose a novel noise adaptive speech enhancement (SE) system, which employs a domain adversarial training (DAT) approach to tackle the issue of a noise type mismatch between the training and testing conditions. Such a…
The performance of quantum simulations heavily depends on the efficiency of noise mitigation techniques and error correction algorithms. Reinforcement has emerged as a powerful strategy to enhance the efficiency of learning and optimization…
This paper describes an acoustic scene classification method which achieved the 4th ranking result in the IEEE AASP challenge of Detection and Classification of Acoustic Scenes and Events 2016. In order to accomplish the ensuing task,…
Video games are a natural and synergistic application domain for artificial intelligence (AI) systems, offering both the potential to enhance player experience and immersion, as well as providing valuable benchmarks and virtual environments…
Since the introduction of GAIL, adversarial imitation learning (AIL) methods attract lots of research interests. Among these methods, ValueDice has achieved significant improvements: it beats the classical approach Behavioral Cloning (BC)…
Reinforcement learning (RL) has recently proven itself as a powerful instrument for solving complex problems and even surpassed human performance in several challenging applications. This signifies that RL algorithms can be used in the…
Musical instrument classification, a key area in Music Information Retrieval, has gained considerable interest due to its applications in education, digital music production, and consumer media. Recent advances in machine learning,…
Going from research to production, especially for large and complex software systems, is fundamentally a hard problem. In large-scale game production, one of the main reasons is that the development environment can be very different from…
For audio in augmented reality (AR), knowledge of the users' real acoustic environment is crucial for rendering virtual sounds that seamlessly blend into the environment. As acoustic measurements are usually not feasible in practical AR…
In this paper we present Bardo Composer, a system to generate background music for tabletop role-playing games. Bardo Composer uses a speech recognition system to translate player speech into text, which is classified according to a model…
The intelligibility of speech severely degrades in the presence of environmental noise and reverberation. In this paper, we propose a novel deep learning based system for modifying the speech signal to increase its intelligibility under the…
Deep reinforcement learning (DRL) has effectively enhanced gameplay experiences and game design across various game genres. However, few studies on fighting game agents have focused explicitly on enhancing player enjoyment, a critical…
Dialect bias is pervasive yet often unconscious, normalized, or obscured by masking. Existing HCI interventions primarily audit disparities and propose reactive fixes. We present CompassioMate, a dialect-aware serious game that nurtures…
Preference-based Reinforcement Learning (PbRL) circumvents the need for reward engineering by harnessing human preferences as the reward signal. However, current PbRL methods excessively depend on high-quality feedback from domain experts,…
Audio effects are extensively used at every stage of audio and music content creation. The majority of differentiable audio effects modeling approaches fall into the black-box or gray-box paradigms; and most models have been proposed and…
Competitive games pose steep learning curves and strong social pressures, often discouraging novice players and limiting sustained engagement. To address these challenges, this study introduces LeagueBot, a large language model-based voice…
Recent works have shown that deep neural networks are vulnerable to adversarial examples that find samples close to the original image but can make the model misclassify. Even with access only to the model's output, an attacker can employ…