Related papers: Pixels to Play: A Foundation Model for 3D Gameplay
Similarity estimation is essential for many game AI applications, from the procedural generation of distinct assets to automated exploration with game-playing agents. While similarity metrics often substitute human evaluation, their…
Learning representations for pixel-based control has garnered significant attention recently in reinforcement learning. A wide range of methods have been proposed to enable efficient learning, leading to sample complexities similar to those…
Diffusion models have emerged as powerful generative models in the text-to-image domain. This paper studies their application as observation-to-action models for imitating human behaviour in sequential environments. Human behaviour is…
Creating high-dynamic videos such as motion-rich actions and sophisticated visual effects poses a significant challenge in the field of artificial intelligence. Unfortunately, current state-of-the-art video generation methods, primarily…
Human-like agents are an increasingly important topic in games and beyond. Believable non-player characters enhance the gaming experience by improving immersion and providing entertainment. They also offer players the opportunity to engage…
Advances in deep reinforcement learning have allowed autonomous agents to perform well on Atari games, often outperforming humans, using only raw pixels to make their decisions. However, most of these games take place in 2D environments…
At the most basic level, pixels are the source of the visual information through which we perceive the world. Pixels contain information at all levels, ranging from low-level attributes to high-level concepts. Autoencoders represent a…
While games have been used extensively as milestones to evaluate game-playing AI, there exists no standardised framework for reporting the obtained observations. As a result, it remains difficult to draw general conclusions about the…
Peer-to-Peer (P2P) botnets are becoming widely used as a low-overhead, efficient, self-maintaining, distributed alternative to the traditional client/server model across a broad range of cyberattacks. These cyberattacks can take the form of…
Foundation vision or vision-language models are trained on large unlabeled or noisy data and learn robust representations that can achieve impressive zero- or few-shot performance on diverse tasks. Given these properties, they are a natural…
We present the last of a series of three academic essays which deal with the question of how and why to build a generalized player model. We propose that a general player model needs parameters for subjective experience of play, including:…
Pretraining on noisy, internet-scale datasets has been heavily studied as a technique for training models with broad, general capabilities for text, images, and other modalities. However, for many sequential decision domains such as…
Training embodied agents to understand 3D scenes as humans do requires large-scale data of people meaningfully interacting with diverse environments, yet such data is scarce. Real-world capture is costly and limited to controlled settings,…
Context. The game industry is increasingly growing in recent years. Every day, millions of people play video games, not only as a hobby, but also for professional competitions (e.g., e-sports or speed-running) or for making business by…
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…
We introduce Matrix-Game, an interactive world foundation model for controllable game world generation. Matrix-Game is trained using a two-stage pipeline that first performs large-scale unlabeled pretraining for environment understanding,…
We propose the concept of intelligent middle-level game control, which lies on a continuum of control abstraction levels between the following two dual opposites: 1) high-level control that translates player's simple commands into complex…
Interactive Fiction games (IF games) are where players interact through natural language commands. While recent advances in Artificial Intelligence agents have reignited interest in IF games as a domain for studying decision-making,…
Minimalist game design was introduced a decade ago as a general design principle with a list of key properties for minimalist games: basic controls, simple but aesthetically pleasing visuals, interesting player choices with vast possibility…
We are given a video of a person performing a certain activity, from which we extract a controllable model. The model generates novel image sequences of that person, according to arbitrary user-defined control signals, typically marking the…