Related papers: Pixels to Play: A Foundation Model for 3D Gameplay
The complexity of game play in online multiplayer games has generated strong interest in modeling the different play styles or strategies used by players for success. We develop a hierarchical Bayesian regression approach for the online…
DeepMind Lab is a first-person 3D game platform designed for research and development of general artificial intelligence and machine learning systems. DeepMind Lab can be used to study how autonomous artificial agents may learn complex…
Developing embodied AI agents requires scalable training environments that balance content diversity with physics accuracy. World simulators provide such environments but face distinct limitations: video-based methods generate diverse…
Semi-supervised learning is a popular class of techniques to learn from labeled and unlabeled data. The paper proposes an application of a recently proposed approach of graph transduction that exploits game theoretic notions to the problem…
This work demonstrates that training autoregressive video diffusion models from a single video stream$\unicode{x2013}$resembling the experience of embodied agents$\unicode{x2013}$is not only possible, but can also be as effective as…
Action-conditioned video prediction models (often referred to as world models) have shown strong potential for robotics applications, but existing approaches are often slow and struggle to capture physically consistent interactions over…
Constructing a diverse repertoire of manipulation skills in a scalable fashion remains an unsolved challenge in robotics. One way to address this challenge is with unstructured human play, where humans operate freely in an environment to…
In applied image segmentation tasks, the ability to provide numerous and precise labels for training is paramount to the accuracy of the model at inference time. However, this overhead is often neglected, and recently proposed segmentation…
Recognising human activities from streaming videos poses unique challenges to learning algorithms: predictive models need to be scalable, incrementally trainable, and must remain bounded in size even when the data stream is arbitrarily…
Current game world models simulate environments from a subjective, player-centric perspective. However, by treating the Non-Player Character (NPC) merely as background pixels, these models cannot capture interactions between the player and…
Devising intelligent agents able to live in an environment and learn by observing the surroundings is a longstanding goal of Artificial Intelligence. From a bare Machine Learning perspective, challenges arise when the agent is prevented…
A promising approach for teaching artificial agents to use natural language involves using human-in-the-loop training. However, recent work suggests that current machine learning methods are too data inefficient to be trained in this way…
This article makes discrete masked models for the generative modeling of discrete data controllable. The goal is to generate samples of a discrete random variable that adheres to a posterior distribution, satisfies specific constraints, or…
We consider the natural extension of two-player nonlocal games to an arbitrary number of players. An important question for such nonlocal games is their behavior under parallel repetition. For two-player nonlocal games, it is known that…
The game industry is moving into an era where old-style game engines are being replaced by re-engineered systems with embedded machine learning technologies for the operation, analysis and understanding of game play. In this paper, we…
We present a general framework for evolutionary learning to emergent unbiased state representation without any supervision. Evolutionary frameworks such as self-play converge to bad local optima in case of multi-agent reinforcement learning…
For nearly three decades, spatial games have produced a wealth of insights to the study of behavior and its relation to population structure. However, as different rules and factors are added or altered, the dynamics of spatial models often…
We present a peer-to-peer (P2P) live-streaming architecture designed to address challenges such as free-riding, malicious peers, churn, and network instability through the integration of a reputation system. The proposed algorithm…
Video data is more cost-effective than motion capture data for learning 3D character motion controllers, yet synthesizing realistic and diverse behaviors directly from videos remains challenging. Previous approaches typically rely on…
Despite the rapid progress, existing works on action understanding focus strictly on one type of action agent, which we call actor---a human adult, ignoring the diversity of actions performed by other actors. To overcome this narrow…