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Exploration is a key part of many video games. We investigate the using an exploratory agent to provide feedback on the design of procedurally generated game levels, 5 engaging levels and 5 unengaging levels. We expand upon a framework…
We propose a simple yet highly effective method that addresses the mode-collapse problem in the Conditional Generative Adversarial Network (cGAN). Although conditional distributions are multi-modal (i.e., having many modes) in practice,…
Open-vocabulary 3D Scene Graph (3DSG) can enhance various downstream tasks in robotics by leveraging structured semantic representations, yet current 3DSG construction methods suffer from semantic inconsistencies caused by noisy cross-image…
Policy gradient (PG) methods are the backbone of many reinforcement learning algorithms due to their good performance in policy optimization problems. As a gradient-based approach, PG methods typically rely on knowledge of the system…
The wide applications of Generative adversarial networks benefit from the successful training methods, guaranteeing that an object function converges to the local minima. Nevertheless, designing an efficient and competitive training method…
Game consists of multiple types of content, while the harmony of different content types play an essential role in game design. However, most works on procedural content generation consider only one type of content at a time. In this paper,…
Enabling robots to grasp objects specified through natural language is essential for effective human-robot interaction, yet it remains a significant challenge. Existing approaches often struggle with open-form language expressions and…
We introduce Phasic Policy Gradient (PPG), a reinforcement learning framework which modifies traditional on-policy actor-critic methods by separating policy and value function training into distinct phases. In prior methods, one must choose…
This paper describes an avenue for artificial and computational intelligence techniques applied within games research to be deployed for purposes of physical therapy. We provide an overview of prototypical research focussed on the…
We present and analyze a preconditioned conjugate gradient method (PCG) for solving spatial network problems. Primarily, we consider diffusion and structural mechanics simulations for fiber based materials, but the methodology can be…
While end-to-end neural machine translation (NMT) has achieved impressive progress, noisy input usually leads models to become fragile and unstable. Generating adversarial examples as the augmented data has been proved to be useful to…
High-fidelity street scene reconstruction is pivotal for end-to-end autonomous driving simulation, where novel-view synthesis (NVS) and time-varying information modeling are two fundamental capabilities to facilitate closed-loop training.…
The design of video game levels is a complex and critical task. Levels need to elicit fun and challenge while avoiding frustration at all costs. In this paper, we present a framework to assist designers in the creation of levels for 2D…
Games have always been a popular test bed for artificial intelligence techniques. Game developers are always in constant search for techniques that can automatically create computer games minimizing the developer's task. In this work we…
As video games continue to evolve, understanding what drives player enjoyment remains a key challenge. Player reviews provide valuable insights, but their unstructured nature makes large-scale analysis difficult. This study applies…
The generative priors of pre-trained latent diffusion models (DMs) have demonstrated great potential to enhance the visual quality of image super-resolution (SR) results. However, the noise sampling process in DMs introduces randomness in…
We train a reinforcement learner to play a simplified version of the game Angry Birds. The learner is provided with a game state in a manner similar to the output that could be produced by computer vision algorithms. We improve on the…
Scene Graph Generation (SGG) unifies object localization and visual relationship reasoning by predicting boxes and subject-predicate-object triples. Yet most pipelines treat SGG as a one-shot, deterministic classification problem rather…
Most adversarial attacks and defenses focus on perturbations within small $\ell_p$-norm constraints. However, $\ell_p$ threat models cannot capture all relevant semantics-preserving perturbations, and hence, the scope of robustness…
In Keynesian Beauty Contests notably modeled by p-guessing games, players try to guess the average of guesses multiplied by p. Convergence of plays to Nash equilibrium has often been justified by agents' learning. However, interrogations…