Related papers: Instruction-Driven Game Engine: A Poker Case Study
There is much interest in using large pre-trained models in Automatic Game Design (AGD), whether via the generation of code, assets, or more abstract conceptualization of design ideas. But so far this interest largely stems from the ad hoc…
Large Language Models (LLMs) show significant potential in economic and strategic interactions, where communication via natural language is often prevalent. This raises key questions: Do LLMs behave rationally? How do they perform compared…
As we develop more assistive and automated game design systems, the question of how these systems should be integrated into game development workflows, and how much adaptation may be required, becomes increasingly important. In this paper…
We propose a new General Game Playing (GGP) language called Regular Boardgames (RBG), which is based on the theory of regular languages. The objective of RBG is to join key properties as expressiveness, efficiency, and naturalness of the…
Poker is ideal for testing automated reasoning under uncertainty. It introduces uncertainty both by physical randomization and by incomplete information about opponents hands.Another source OF uncertainty IS the limited information…
Imitation learning has shown success in many tasks by learning from expert demonstrations. However, most existing work relies on large-scale demonstrations from technical professionals and close monitoring of the training process. These are…
While current General Game Playing (GGP) systems facilitate useful research in Artificial Intelligence (AI) for game-playing, they are often somewhat specialised and computationally inefficient. In this paper, we describe the "ludemic"…
We introduce LLM CHESS, an evaluation framework designed to probe the generalization of reasoning and instruction-following abilities in large language models (LLMs) through extended agentic interaction in the domain of chess. We rank over…
AI-Driven Development Environments (AIDEs) Integrate the power of modern AI into IDEs like Visual Studio Code and JetBrains IntelliJ. By leveraging massive language models and the plethora of openly available source code, AIDEs promise to…
We introduce STORY2GAME, a novel approach to using Large Language Models to generate text-based interactive fiction games that starts by generating a story, populates the world, and builds the code for actions in a game engine that enables…
We present a new general board game (GBG) playing and learning framework. GBG defines the common interfaces for board games, game states and their AI agents. It allows one to run competitions of different agents on different games. It…
The large language model (LLM) based agents have demonstrated their capacity to automate and expedite software development processes. In this paper, we focus on game development and propose a multi-agent collaborative framework, dubbed…
We provide ongoing results from the development of a personalized learning system integrated into a serious game. Given limited instructor resources, the use of computerized systems to help tutor students offers a way to provide higher…
Strategic reasoning enables agents to cooperate, communicate, and compete with other agents in diverse situations. Existing approaches to solving strategic games rely on extensive training, yielding strategies that do not generalize to new…
Obtaining knowledge and skill achievement through peer learning can lead to higher academic achievement. However, peer learning implementation is not just about putting students together and hoping for the best. At its worst-designed, peer…
Large Language Models' (LLMs) programming capabilities enable their participation in open-source games: a game-theoretic setting in which players submit computer programs in lieu of actions. These programs offer numerous advantages,…
There currently exists a wide range of techniques to model and evolve artificial players for games. Existing techniques range from black box neural networks to entirely hand-designed solutions. In this paper, we demonstrate the feasibility…
In this paper, we propose a method and workflow for automating regression testing of certain video game aspects using automated planning and incremental action model learning techniques. The basic idea is to use detailed game logs and…
Neural video game simulators emerged as powerful tools to generate and edit videos. Their idea is to represent games as the evolution of an environment's state driven by the actions of its agents. While such a paradigm enables users to play…
Wargames are simulations of conflicts in which participants' decisions influence future events. While casual wargaming can be used for entertainment or socialization, serious wargaming is used by experts to explore strategic implications of…