Related papers: Game-Based Discovery: Harnessing Mini-Games within…
This paper introduces a quantum-mechanical model that bridges the realms of cognition and quantum mechanics, offering a novel perspective on decision-making under risk and perceptual reversals. By integrating quantum theories addressing…
Cyberattacks on both databases and critical infrastructure have threatened public and private sectors. Ubiquitous tracking and wearable computing have infringed upon privacy. Advocates and engineers have recently proposed using defensive…
Technology has become an essential part of our everyday life, and its use in educational environments keeps growing. In addition, games are one of the most popular activities across cultures and ages, and there is ample evidence that…
Recent advances in deep reinforcement learning in the paradigm of locomotion using continuous control have raised the interest of game makers for the potential of digital actors using active ragdoll. Currently, the available options to…
Advancements in large language models (LLMs) are revolutionizing interactive game design, enabling dynamic plotlines and interactions between players and non-player characters (NPCs). However, LLMs may exhibit flaws such as hallucinations,…
In this paper we propose an architecture for specifying the interaction of non-player characters (NPCs) in the game-world in a way that abstracts common tasks in four main conceptual components, namely perception, deliberation, control,…
Video game playing is an extremely structured domain where algorithmic decision-making can be tested without adverse real-world consequences. While prevailing methods rely on image inputs to avoid the problem of hand-crafting state space…
Many recent AI architectures are inspired by zero-sum games, however, the behavior of their dynamics is still not well understood. Inspired by this, we study standard gradient descent ascent (GDA) dynamics in a specific class of non-convex…
A java-based graphical tool for drawing Feynman diagrams is presented. It differs from similar existing tools in various respects. For example, it is based on models, consisting of particles (lines) and (optionally) vertices, each of which…
In MMORPGs (Massively Multiplayer Online Role-Playing Games), abnormal players (bots) using unauthorized automated programs to carry out pre-defined behaviors systematically and repeatedly are commonly observed. Bots usually engage in these…
Playing video games requires perception, memory, and planning, exactly the faculties modern large language model (LLM) agents are expected to master. We study the major challenges in using popular video games to evaluate modern LLMs and…
As technology grows and evolves rapidly, it is increasingly clear that mobile devices are more commonly used for sensitive matters than ever before. A need to authenticate users continuously is sought after as a single-factor or multi…
Most games have, or can be generalised to have, a number of parameters that may be varied in order to provide instances of games that lead to very different player experiences. The space of possible parameter settings can be seen as a…
In response to the unique challenges of Mixed Reality (MR) game development, we developed GAMR, an analytics tool specifically designed for MR games. GAMR aims to assist developers in identifying and resolving gameplay issues effectively.…
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…
We introduce a novel cybersecurity encounter simulator between a network defender and an attacker designed to facilitate game-theoretic modeling and analysis while maintaining many significant features of real cyber defense. Our simulator,…
The advent of online genomic data-sharing services has sought to enhance the accessibility of large genomic datasets by allowing queries about genetic variants, such as summary statistics, aiding care providers in distinguishing between…
Video games have served as useful benchmarks for the decision-making community, but going beyond Atari games towards modern games has been prohibitively expensive for the vast majority of the research community. Prior work in modern video…
Games are usually created incrementally, requiring repeated testing of the same scenarios, which is a tedious and error-prone task for game developers. Therefore, we aim to alleviate this game testing process by encapsulating it into a game…
Video games are one of the richest and most popular forms of human-computer interaction and, hence, their role is critical for our understanding of human behaviour and affect at a large scale. As artificial intelligence (AI) tools are…