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The automatic generation of computer programs is one of the main applications with practical relevance in the field of evolutionary computation. With program synthesis techniques not only software developers could be supported in their…
In recent years, Artificial Intelligence Generated Content (AIGC) has advanced from text-to-image generation to text-to-video and multimodal video synthesis. However, generating playable games presents significant challenges due to the…
Program synthesis techniques offer significant new capabilities in searching for programs that satisfy high-level specifications. While synthesis has been thoroughly explored for input/output pair specifications (programming-by-example),…
This paper describes a way to improve the scalability of program synthesis by exploiting modularity: larger programs are synthesized from smaller programs. The key issue is to make each "larger-created-from-smaller" synthesis sub-problem be…
Game level editing is the process of constructing a full game level starting from 3D asset libraries, e.g. 3d models, textures, shaders, scripts. In level editing, designers define the look and behavior of the whole level by placing…
Although many AI applications of interest require specialized multi-modal models, relevant data to train such models is inherently scarce or inaccessible. Filling these gaps with human annotators is prohibitively expensive, error-prone, and…
We tackle the problem of automatic generation of computer programs from a few pairs of input-output examples. The starting point of this work is the observation that in many applications a solution program must use external knowledge not…
Machine learning applications are becoming increasingly pervasive in our society. Since these decision-making systems rely on data-driven learning, risk is that they will systematically spread the bias embedded in data. In this paper, we…
Generative AI enables students to produce plausible code quickly. Producing working code is therefore no longer a reliable indicator of understanding. This is particularly problematic in non-computer-science programmes, where time…
Reflection is a critical aspect of the learning process. However, educational games tend to focus on supporting learning concepts rather than supporting reflection. While reflection occurs in educational games, the educational game design…
Sketching is a natural and effective visual communication medium commonly used in creative processes. Recent developments in deep-learning models drastically improved machines' ability in understanding and generating visual content. An…
When limited by their own morphologies, humans and some species of animals have the remarkable ability to use objects from the environment toward accomplishing otherwise impossible tasks. Robots might similarly unlock a range of additional…
Game maps are useful for human players, general-game-playing agents, and data-driven procedural content generation. These maps are generally made by hand-assembling manually-created screenshots of game levels. Besides being tedious and…
Constructionism is a learning theory that states that we learn more when we construct tangible objects. In the process of building and presenting our work, we make concrete the abstract mental models we've formed, see where they breakdown…
Game engines provide video game developers with a wide range of fundamental subsystems for creating games, such as 2D/3D graphics rendering, input device management, and audio playback. Developers often integrate these subsystems with other…
Games represent a significant part of modern culture, which demonstrates the importance of ensuring that everyone can participate and play in order to feel included in our society. However, most digital games end up being inaccessible to…
Endowing robots with tool design abilities is critical for enabling them to solve complex manipulation tasks that would otherwise be intractable. While recent generative frameworks can automatically synthesize task settings, such as 3D…
Video world models have shown immense promise for interactive simulation and entertainment, but current systems still struggle with two important aspects of interactivity: user control over the environment for reproducible, editable…
We propose novel controller synthesis techniques for probabilistic systems modelled using stochastic two-player games: one player acts as a controller, the second represents its environment, and probability is used to capture uncertainty…
Progress in the field of machine learning has been fueled by the introduction of benchmark datasets pushing the limits of existing algorithms. Enabling the design of datasets to test specific properties and failure modes of learning…