Related papers: Open Role-Playing with Delta-Engines
This paper surveys research on applying neuroevolution (NE) to games. In neuroevolution, artificial neural networks are trained through evolutionary algorithms, taking inspiration from the way biological brains evolved. We analyse the…
This paper proposes a novel decision-making framework for autonomous vehicles (AVs), called predictor-corrector potential game (PCPG), composed of a Predictor and a Corrector. To enable human-like reasoning and characterize agent…
Programming models for distributed and heterogeneous machines are rapidly growing in popularity to meet the demands of modern workloads. Task and actor models are common choices that offer different trade-offs between development…
Natural and idiomatic expressions are essential for fluent, everyday communication, yet many second-language learners struggle to acquire and spontaneously use casual slang despite strong formal proficiency. To address this gap, we designed…
Nowadays game engines are imperative for building 3D applications and games. This is for the reason that the engines appreciably reduce resources for employing obligatory but intricate utilities. This paper elucidates about a game engine…
The game industry is moving into an era where old-style game engines are being replaced by re-engineered systems with embedded machine learning technologies for the operation, analysis and understanding of game play. In this paper, we…
Large Language Models (LLMs) have shown strong potential for narrative generation, but their use in complex, multi-layered role-playing game (RPG) worlds is still limited by issues of coherence, controllability, and structural consistency.…
We present a general framework for evolutionary learning to emergent unbiased state representation without any supervision. Evolutionary frameworks such as self-play converge to bad local optima in case of multi-agent reinforcement learning…
World models for interactive video generation have largely focused on single-agent settings, where future observations are generated from a single control signal. However, many generated environments require multi-agent interaction:…
We present a novel technique called Dynamic Experience Replay (DER) that allows Reinforcement Learning (RL) algorithms to use experience replay samples not only from human demonstrations but also successful transitions generated by RL…
The increasing demand for high-quality, diverse training data poses a significant bottleneck in advancing vision-language models (VLMs). This paper presents VLM Dialog Games, a novel and scalable self-improvement framework for VLMs. Our…
Transformer-based large language models (LLMs) have demonstrated strong reasoning abilities across diverse fields, from solving programming challenges to competing in strategy-intensive games such as chess. Prior work has shown that LLMs…
Existing game AI research mainly focuses on enhancing agents' abilities to win games, but this does not inherently make humans have a better experience when collaborating with these agents. For example, agents may dominate the collaboration…
In recent years, Procedural Level Generation via Machine Learning (PLGML) techniques have been applied to generate game levels with machine learning. These approaches rely on human-annotated representations of game levels. Creating…
Large Language Models (LLM) and Generative Pre-trained Transformers (GPT), are reshaping the field of Software Engineering (SE). They enable innovative methods for executing many software engineering tasks, including automated code…
This technical report presents the Drama Engine, a novel framework for agentic interaction with large language models designed for narrative purposes. The framework adapts multi-agent system principles to create dynamic, context-aware…
Voxels are among the most popular 3D geometric representations today. Due to their intuitiveness and ease-of-editing, voxels have been widely adopted in stylized games and low-cost independent games. However, the high storage cost of…
The emergence of large language models (LLMs) has opened new opportunities for creating dynamic non-player characters (NPCs) in gaming environments, enabling both functional task execution and persona-consistent dialogue generation. In this…
Central Pattern Generators (CPGs) have several properties desirable for locomotion: they generate smooth trajectories, are robust to perturbations and are simple to implement. Although conceptually promising, we argue that the full…
In this paper we experiment with a 2-player strategy board game where playing models are evolved using reinforcement learning and neural networks. The models are evolved to speed up automatic game development based on human involvement at…