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The automatic generation of game tutorials is a challenging AI problem. While it is possible to generate annotations and instructions that explain to the player how the game is played, this paper focuses on generating a gameplay experience…

Artificial Intelligence · Computer Science 2018-10-02 Michael Cerny Green , Ahmed Khalifa , Gabriella A. B. Barros , Andy Nealen , Julian Togelius

Learning in games considers how multiple agents maximize their own rewards through repeated games. Memory, an ability that an agent changes his/her action depending on the history of actions in previous games, is often introduced into…

Computer Science and Game Theory · Computer Science 2024-02-19 Yuma Fujimoto , Kaito Ariu , Kenshi Abe

Multitask learning is a methodology to boost generalization performance and also reduce computational intensity and memory usage. However, learning multiple tasks simultaneously can be more difficult than learning a single task because it…

Machine Learning · Computer Science 2020-06-03 Sungjae Lee , Youngdoo Son

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.…

Artificial Intelligence · Computer Science 2025-03-31 Ahmed Khalifa , Roberto Gallotta , Matthew Barthet , Antonios Liapis , Julian Togelius , Georgios N. Yannakakis

With the proliferation of various gaming technology, services, game styles, and platforms, multi-dimensional aesthetic assessment of the gaming contents is becoming more and more important for the gaming industry. Depending on the diverse…

Computer Vision and Pattern Recognition · Computer Science 2021-01-29 Zhenyu Lei , Yejing Xie , Suiyi Ling , Andreas Pastor , Junle Wang , Patrick Le Callet

A natural goal in multiagent learning besides finding equilibria is to learn rationalizable behavior, where players learn to avoid iteratively dominated actions. However, even in the basic setting of multiplayer general-sum games, existing…

Machine Learning · Computer Science 2022-10-21 Yuanhao Wang , Dingwen Kong , Yu Bai , Chi Jin

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…

Artificial Intelligence · Computer Science 2021-06-22 Matthew C. Fontaine , Ruilin Liu , Ahmed Khalifa , Jignesh Modi , Julian Togelius , Amy K. Hoover , Stefanos Nikolaidis

Blotto Games are a popular model of multi-dimensional strategic resource allocation. Two players allocate resources in different battlefields in an auction setting. While competition with equal budgets is well understood, little is known…

Neural and Evolutionary Computing · Computer Science 2021-03-29 Aymeric Vie

Despite the considerable success enjoyed by machine learning techniques in practice, numerous studies demonstrated that many approaches are vulnerable to attacks. An important class of such attacks involves adversaries changing features at…

Machine Learning · Computer Science 2018-06-07 Liang Tong , Sixie Yu , Scott Alfeld , Yevgeniy Vorobeychik

We address the problem of game level repair, which consists of taking a designed but non-functional game level and making it functional. This might consist of ensuring the completeness of the level, reachability of objects, or other…

Artificial Intelligence · Computer Science 2025-06-25 Debosmita Bhaumik , Julian Togelius , Georgios N. Yannakakis , Ahmed Khalifa

In the literature on game-theoretic equilibrium finding, focus has mainly been on solving a single game in isolation. In practice, however, strategic interactions -- ranging from routing problems to online advertising auctions -- evolve…

Computer Science and Game Theory · Computer Science 2023-03-02 Keegan Harris , Ioannis Anagnostides , Gabriele Farina , Mikhail Khodak , Zhiwei Steven Wu , Tuomas Sandholm

With increasing interest in procedural content generation by academia and game developers alike, it is vital that different approaches can be compared fairly. However, evaluating procedurally generated video game levels is often difficult,…

Artificial Intelligence · Computer Science 2024-10-28 Michael Beukman , Steven James , Christopher Cleghorn

Recent advancements in procedural content generation via machine learning enable the generation of video-game levels that are aesthetically similar to human-authored examples. However, the generated levels are often unplayable without…

Artificial Intelligence · Computer Science 2020-10-15 Hejia Zhang , Matthew C. Fontaine , Amy K. Hoover , Julian Togelius , Bistra Dilkina , Stefanos Nikolaidis

A recent body of experimental literature has studied empirical game-theoretical analysis, in which we have partial knowledge of a game, consisting of observations of a subset of the pure-strategy profiles and their associated payoffs to…

Computer Science and Game Theory · Computer Science 2014-02-13 John Fearnley , Martin Gairing , Paul Goldberg , Rahul Savani

Reinforcement learning combined with deep neural networks has performed remarkably well in many genres of games recently. It has surpassed human-level performance in fixed game environments and turn-based two player board games. However, to…

Artificial Intelligence · Computer Science 2020-02-03 Inseok Oh , Seungeun Rho , Sangbin Moon , Seongho Son , Hyoil Lee , Jinyun Chung

Search-based procedural content generation (PCG) is a well-known method for level generation in games. Its key advantage is that it is generic and able to satisfy functional constraints. However, due to the heavy computational costs to run…

Artificial Intelligence · Computer Science 2022-08-26 Ahmed Khalifa , Michael Cerny Green , Julian Togelius

A central challenge in game theory and learning systems such as GANs is understanding which algorithms can efficiently compute equilibria across the heterogeneous landscape of games. Equilibrium computation is typically studied solver by…

Artificial Intelligence · Computer Science 2026-05-29 Yaqi Sun , Julian Ma , David Mguni

This paper introduces a novel framework for modeling interacting humans in a multi-stage game. This "iterated semi network-form game" framework has the following desirable characteristics: (1) Bounded rational players, (2) strategic players…

Multiagent Systems · Computer Science 2012-07-05 Ritchie Lee , David H. Wolpert , James Bono , Scott Backhaus , Russell Bent , Brendan Tracey

Multiplayer online battle arena games provide an excellent opportunity to study team performance. When designing a team, players must negotiate a \textit{proficiency-congruency dilemma} between selecting roles that best match their…

Human-Computer Interaction · Computer Science 2015-12-29 Jooyeon Kim , Brian C. Keegan , Sungjoon Park , Alice Oh

We study a multi-agent decision problem in population games, where agents select from multiple available strategies and continually revise their selections based on the payoffs associated with these strategies. Unlike conventional…

Multiagent Systems · Computer Science 2024-09-17 Shinkyu Park