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Nowadays, pre-training big models on large-scale datasets has become a crucial topic in deep learning. The pre-trained models with high representation ability and transferability achieve a great success and dominate many downstream tasks in…
Humans rapidly learn abstract knowledge when encountering novel environments and flexibly deploy this knowledge to guide efficient and intelligent action. Can modern AI systems learn and plan in a similar way? We study this question using a…
Constructing and animating humans is an important component for building virtual worlds in a wide variety of applications such as virtual reality or robotics testing in simulation. As there are exponentially many variations of humans with…
In-game friend recommendations significantly impact player retention and sustained engagement in online games. Balancing similarity and diversity in recommendations is crucial for fostering stronger social bonds across diverse player…
Simulation agents are essential for designing and testing systems that interact with humans, such as autonomous vehicles (AVs). These agents serve various purposes, from benchmarking AV performance to stress-testing system limits, but all…
Game recommendation is an important application of recommender systems. Recommendations are made possible by data sets of historical player and game interactions, and sometimes the data sets include features that describe games or players.…
Image- and video-based 3D human recovery (i.e., pose and shape estimation) have achieved substantial progress. However, due to the prohibitive cost of motion capture, existing datasets are often limited in scale and diversity. In this work,…
Generative video modeling has emerged as a compelling tool to zero-shot reason about plausible physical interactions for open-world manipulation. Yet, it remains a challenge to translate such human-led motions into the low-level actions…
Performance, the externalization of intent, emotion, and personality through visual, vocal, and temporal behavior, is what makes a character alive. Learning such performance from video is a promising alternative to traditional 3D pipelines.…
Game-playing agents like AlphaGo have achieved superhuman performance through self-play, which is theoretically guaranteed to yield optimal policies in competitive games. However, most language tasks are partially or fully cooperative, so…
In this paper, we propose a bilateral peer-to-peer (P2P) energy trading scheme under single-contract and multi-contract market setups, both as an assignment game, and a special class of coalitional games. {The proposed market formulation…
This paper introduces a novel model-based adaptive shared control to allow for the identification and design challenge for shared-control systems, in which humans and automation share control tasks. The main challenge is the adaptive…
Recent advancements have expanded the role of Large Language Models in board games from playing agents to creative co-designers. However, a critical gap remains: current systems lack the capacity to offer constructive critique grounded in…
Foundation models trained on vast amounts of data have demonstrated remarkable reasoning and generation capabilities in the domains of text, images, audio and video. Our goal at Roblox is to build such a foundation model for 3D…
Achieving controllable character animation that meets studio-grade standards remains challenging despite recent progress. Existing approaches can transfer motion from a driving video to a reference image, but often fail to preserve…
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…
Recent advances in video generation have spurred the development of world models capable of simulating 3D-consistent environments and interactions with static objects. However, a significant limitation remains in their ability to model…
We present our game, Cube2Pipes, as an attempt to investigate a unique gameplay design where we use a tangible 3D spatial puzzle, in the form of a 2X2 Rubik's Cube, as an interface to a tabletop mobile augmented reality (AR) game. The game…
We propose a generic mechanism for incentivizing behavior in an arbitrary finite game using payments. Doing so is trivial if the mechanism is allowed to observe all actions taken in the game, as this allows it to simply punish those agents…
Player Experience Modelling (PEM) is the study of AI techniques applied to modelling a player's experience within a video game. PEM development can be labour-intensive, requiring expert hand-authoring or specialized data collection. In this…