Related papers: Pixels to Play: A Foundation Model for 3D Gameplay
Event perception tasks such as recognizing and localizing actions in streaming videos are essential for scaling to real-world application contexts. We tackle the problem of learning actor-centered representations through the notion of…
One of the most exciting applications of vision models involve pixel-level reasoning. Despite the abundance of vision foundation models, we still lack representations that effectively embed spatio-temporal properties of visual scenes at the…
We present PixelBrax, a set of continuous control tasks with pixel observations. We combine the Brax physics engine with a pure JAX renderer, allowing reinforcement learning (RL) experiments to run end-to-end on the GPU. PixelBrax can…
World models, which predict future transitions from past observation and action sequences, have shown great promise for improving data efficiency in sequential decision-making. However, existing world models often require extensive…
We present Game-TARS, a generalist game agent trained with a unified, scalable action space anchored to human-aligned native keyboard-mouse inputs. Unlike API- or GUI-based approaches, this paradigm enables large-scale continual…
There currently exists a wide range of techniques to model and evolve artificial players for games. Existing techniques range from black box neural networks to entirely hand-designed solutions. In this paper, we demonstrate the feasibility…
Advantage Actor-critic (A2C) and Proximal Policy Optimization (PPO) are popular deep reinforcement learning algorithms used for game AI in recent years. A common understanding is that A2C and PPO are separate algorithms because PPO's…
Practical Imitation Learning (IL) systems rely on large human demonstration datasets for successful policy learning. However, challenges lie in maintaining the quality of collected data and addressing the suboptimal nature of some…
A major limitation of open P2P networks is the lack of strong identities. This allows any agent to attack the system by creating multiple false personas, thereby disrupting the overlay network's connectivity and sabotaging its operation. In…
Promoting behavioural diversity is critical for solving games with non-transitive dynamics where strategic cycles exist, and there is no consistent winner (e.g., Rock-Paper-Scissors). Yet, there is a lack of rigorous treatment for defining…
Fictitious play with reinforcement learning is a general and effective framework for zero-sum games. However, using the current deep neural network models, the implementation of fictitious play faces crucial challenges. Neural network model…
An important feature of a dynamic game is its monitoring structure namely, what the players effectively see from the played actions. We consider games with arbitrary monitoring structures. One of the purposes of this paper is to know to…
We study a referential game (a type of signaling game) where two agents communicate with each other via a discrete bottleneck to achieve a common goal. In our referential game, the goal of the speaker is to compose a message or a symbolic…
High-fidelity human 3D models can now be learned directly from videos, typically by combining a template-based surface model with neural representations. However, obtaining a template surface requires expensive multi-view capture systems,…
Role-playing agents (RPAs) have attracted growing interest for their ability to simulate immersive and interactive characters. However, existing approaches primarily focus on static role profiles, overlooking the dynamic perceptual…
Competitive online games use rating systems to match players with similar skills to ensure a satisfying experience for players. In this paper, we focus on the importance of addressing different aspects of playing behavior when modeling…
We propose an end-to-end learning framework for segmenting generic objects in both images and videos. Given a novel image or video, our approach produces a pixel-level mask for all "object-like" regions---even for object categories never…
We introduce PlayerOne, the first egocentric realistic world simulator, facilitating immersive and unrestricted exploration within vividly dynamic environments. Given an egocentric scene image from the user, PlayerOne can accurately…
We study a simple adaptive model in the framework of an N -player normal form game. The model consists of a repeated game where the players only know their own action space and their own payoff scored at each stage, not those of the other…
This paper presents Video-P2P, a novel framework for real-world video editing with cross-attention control. While attention control has proven effective for image editing with pre-trained image generation models, there are currently no…