Related papers: Learning to Play Video Games with Intuitive Physic…
We argue that 3-D first-person video games are a challenging environment for real-time multi-modal reasoning. We first describe our dataset of human game-play, collected across a large variety of 3-D first-person games, which is both…
In this article, we present a new machine learning model by imitation based on the linguistic description of complex phenomena. The idea consists of, first, capturing the behaviour of human players by creating a computational perception…
Game-playing AI research has focused for a long time on learning to play video games from visual input or symbolic information. However, humans benefit from a wider array of sensors which we utilise in order to navigate the world around us.…
Guessing games are a prototypical instance of the "learning by interacting" paradigm. This work investigates how well an artificial agent can benefit from playing guessing games when later asked to perform on novel NLP downstream tasks such…
What if emotion could be captured in a general and subject-agnostic fashion? Is it possible, for instance, to design general-purpose representations that detect affect solely from the pixels and audio of a human-computer interaction video?…
As part of human core knowledge, the representation of objects is the building block of mental representation that supports high-level concepts and symbolic reasoning. While humans develop the ability of perceiving objects situated in 3D…
Recent time-contrastive learning approaches manage to learn invariant object representations without supervision. This is achieved by mapping successive views of an object onto close-by internal representations. When considering this…
Humans readily generalize, applying prior knowledge to novel situations and stimuli. Advances in machine learning and artificial intelligence have begun to approximate and even surpass human performance, but machine systems reliably…
In this paper, we address the problem of creating believable agents (virtual characters) in video games. We consider only one meaning of believability, ``giving the feeling of being controlled by a player'', and outline the problem of its…
Humans are adept at learning new tasks by watching a few instructional videos. On the other hand, robots that learn new actions either require a lot of effort through trial and error, or use expert demonstrations that are challenging to…
The purpose of this work is to explore a teaching methodology aimed at communicating topics and subjects not typically studied and analyzed in the (Italian) secondary school. We focused specifically on the use of videogames as a…
A growing body of research suggests that embodied gameplay, prevalent not just in human cultures but across a variety of animal species including turtles and ravens, is critical in developing the neural flexibility for creative problem…
Human perception is structured around objects which form the basis for our higher-level cognition and impressive systematic generalization abilities. Yet most work on representation learning focuses on feature learning without even…
Much of the remarkable progress in computer vision has been focused around fully supervised learning mechanisms relying on highly curated datasets for a variety of tasks. In contrast, humans often learn about their world with little to no…
This paper reviews an experiment in human-computer interaction, where interaction takes place when humans attempt to teach a computer to play a strategy board game. We show that while individually learned models can be shown to improve the…
Common-sense physical reasoning in the real world requires learning about the interactions of objects and their dynamics. The notion of an abstract object, however, encompasses a wide variety of physical objects that differ greatly in terms…
The ability to plan and execute goal specific actions in varied, unexpected settings is a central requirement of intelligent agents. In this paper, we explore how an agent can be equipped with an internal model of the dynamics of the…
General Video Game Artificial Intelligence is a general game playing framework for Artificial General Intelligence research in the video-games domain. In this paper, we propose for the first time a screen capture learning agent for General…
Training students in basic concepts of physics, such as the ones related to mass, volume, or density, is much more complicated than just stating the underlying definitions and laws. One of the reasons for this is that most students have…
In games, as in and many other domains, design validation and testing is a huge challenge as systems are growing in size and manual testing is becoming infeasible. This paper proposes a new approach to automated game validation and testing.…