Related papers: Regular Games -- an Automata-Based General Game Pl…
The Instruction-Driven Game Engine (IDGE) project aims to democratize game development by enabling a large language model (LLM) to follow free-form game rules and autonomously generate game-play processes. The IDGE allows users to create…
We describe nearly fifteen years of General Game Playing experimental research history in the context of reproducibility and fairness of comparisons between various GGP agents and systems designed to play games described by different…
The large language model (LLM) based agents have demonstrated their capacity to automate and expedite software development processes. In this paper, we focus on game development and propose a multi-agent collaborative framework, dubbed…
While AI systems have equaled or surpassed human performance in a wide variety of games such as Chess, Go, or Dota 2, describing these systems as truly "human-like" remains far-fetched. Despite their success, they fail to replicate the…
A word automaton recognizing a language $L$ is good for games (GFG) if its composition with any game with winning condition $L$ preserves the game's winner. While all deterministic automata are GFG, some nondeterministic automata are not.…
Simple Stochastic Games (SSGs) were introduced by Anne Condon in 1990, as the simplest version of Stochastic Games for which there is no known polynomial-time algorithm. Condon showed that Stochastic Games are polynomial-time reducible to…
We introduce GVGAI-LLM, a video game benchmark for evaluating the reasoning and problem-solving capabilities of large language models (LLMs). Built on the General Video Game AI framework, it features a diverse collection of arcade-style…
Generalised planning (GP) refers to the task of synthesising programs that solve families of related planning problems. We introduce a novel, yet simple method for GP: given a set of training problems, for each problem, compute an optimal…
Procedural Content Generation (PCG) is defined as the automatic creation of game content using algorithms. PCG has a long history in both the game industry and the academic world. It can increase player engagement and ease the work of game…
This paper presents a novel framework for automated game template generation by transforming Game Design Documents (GDDs) into functional Unity game prototypes using Natural Language Processing (NLP) and multi-modal Large Language Models…
Multi-agent simulations are versatile tools for exploring interactions among natural and artificial agents, but their development typically demands domain expertise and manual effort. This work introduces the Generative Agents for…
The paper introduces a generic approach to solving Sequential Security Games (SGs) which utilizes Evolutionary Algorithms. Formulation of the method (named EASG) is general and largely game-independent, which allows for its application to a…
The Digital Ludeme Project (DLP) aims to reconstruct and analyse over 1000 traditional strategy games using modern techniques. One of the key aspects of this project is the development of Ludii, a general game system that will be able to…
We develop methods to formally describe and compare games, in order to probe questions of game structure and design, and as a stepping stone to predicting player behavior from design patterns. We define a grammar-like formalism to describe…
Recent work has shown that we can dramatically improve the performance of computer games and simulations through declarative processing: Character AI can be written in an imperative scripting language which is then compiled to relational…
An average-time game is played on the infinite graph of configurations of a finite timed automaton. The two players, Min and Max, construct an infinite run of the automaton by taking turns to perform a timed transition. Player Min wants to…
Game environments provide rich, controllable settings that stimulate many aspects of real-world complexity. As such, game agents offer a valuable testbed for exploring capabilities relevant to Artificial General Intelligence. Recently, the…
We propose the problem of tutorial generation for games, i.e. to generate tutorials which can teach players to play games, as an AI problem. This problem can be approached in several ways, including generating natural language descriptions…
Generic programming is an effective methodology for developing reusable software libraries. Many programming languages provide generics and have features for describing interfaces, but none completely support the idioms used in generic…
Wargames are simulations of conflicts in which participants' decisions influence future events. While casual wargaming can be used for entertainment or socialization, serious wargaming is used by experts to explore strategic implications of…