Related papers: Guided Game Level Repair via Explainable AI
As increasingly complex AI systems are introduced into our daily lives, it becomes important for such systems to be capable of explaining the rationale for their decisions and allowing users to contest these decisions. A significant hurdle…
Algorithmic solutions have significant potential to improve decision-making across various domains, from healthcare to e-commerce. However, the widespread adoption of these solutions is hindered by a critical challenge: the lack of…
Artificial intelligence (AI) has been embedded into many aspects of people's daily lives and it has become normal for people to have AI make decisions for them. Reinforcement learning (RL) models increase the space of solvable problems with…
Video game level generation based on machine learning (ML), in particular, deep generative models, has attracted attention as a technique to automate level generation. However, applications of existing ML-based level generations are mostly…
Generative adversarial networks (GANs) are quickly becoming a ubiquitous approach to procedurally generating video game levels. While GAN generated levels are stylistically similar to human-authored examples, human designers often want to…
Generative AI systems have revolutionized human interaction by enabling natural language-based coding and problem solving. However, the inherent ambiguity of natural language often leads to imprecise instructions, forcing users to…
We present a causality-based algorithm for solving two-player reachability games represented by logical constraints. These games are a useful formalism to model a wide array of problems arising, e.g., in program synthesis. Our technique for…
Deep learning models achieve high predictive performance but lack intrinsic interpretability, hindering our understanding of the learned prediction behavior. Existing local explainability methods focus on associations, neglecting the causal…
Large Language Models (LLMs) achieve strong program repair performance but often suffer from over-editing, where excessive modifications overwrite correct code and hinder bug localization. We systematically quantify its impact and introduce…
This paper focuses on procedurally generating rules and communicating them to players to adjust the difficulty. This is part of a larger project to collect and adapt games in educational games for young children using a digital puzzle game…
Automated algorithm design is entering a new phase: Large Language Models can now generate full optimisation (meta)heuristics, explore vast design spaces and adapt through iterative feedback. Yet this rapid progress is largely…
In recent years, there has been a significant surge in malware attacks, necessitating more advanced preventive measures and remedial strategies. While several successful AI-based malware classification approaches exist categorized into…
Everyday life is increasingly influenced by artificial intelligence, and there is no question that machine learning algorithms must be designed to be reliable and trustworthy for everyone. Specifically, computer scientists consider an…
In this paper, a new type of multi-level correction scheme is proposed for solving eigenvalue problems by finite element method. With this new scheme, the accuracy of eigenpair approximations can be improved after each correction step which…
Several explainable AI methods allow a Machine Learning user to get insights on the classification process of a black-box model in the form of local linear explanations. With such information, the user can judge which features are locally…
In procedural skill learning, instructional explanations must convey not just steps, but the causal, goal-directed, and compositional logic behind them. Large language models (LLMs) often produce fluent yet shallow responses that miss this…
Algorithms that generate computer game content require game design knowledge. We present an approach to automatically learn game design knowledge for level design from gameplay videos. We further demonstrate how the acquired design…
This paper introduces the Procedural Content Generation Benchmark for evaluating generative algorithms on different game content creation tasks. The benchmark comes with 12 game-related problems with multiple variants on each problem.…
We consider the problem of computing bounds for causal queries on causal graphs with unobserved confounders and discrete valued observed variables, where identifiability does not hold. Existing non-parametric approaches for computing such…
Game designs often center on the game mechanics---rules governing the logical evolution of the game. We seek to develop an intelligent system that generates computer games. As first steps towards this goal we present a composable and…