Related papers: NitroGen: An Open Foundation Model for Generalist …
We present a vision-only model for gaming AI which uses a late integration deep convolutional network architecture trained in a purely supervised imitation learning context. Although state-of-the-art deep learning models for video game…
To which degree can abstract gameplay metrics capture the player experience in a general fashion within a game genre? In this comprehensive study we address this question across three different videogame genres: racing, shooter, and…
In this paper, we address the problem of creating believable agents (virtual characters) in video games. We consider only one meaning of believability, ``giving the feeling of being controlled by a player'', and outline the problem of its…
We propose an action recognition framework using Gen- erative Adversarial Networks. Our model involves train- ing a deep convolutional generative adversarial network (DCGAN) using a large video activity dataset without la- bel information.…
On-screen game footage contains rich contextual information that players process when playing and experiencing a game. Learning pixel representations of games can benefit artificial intelligence across several downstream tasks including…
Developing visual perception models for active agents and sensorimotor control are cumbersome to be done in the physical world, as existing algorithms are too slow to efficiently learn in real-time and robots are fragile and costly. This…
In recent years, Artificial Intelligence Generated Content (AIGC) has advanced from text-to-image generation to text-to-video and multimodal video synthesis. However, generating playable games presents significant challenges due to the…
Video world models have achieved remarkable success in simulating environmental dynamics in response to actions by users or agents. They are modeled as action-conditioned video generation models that take historical frames and current…
Game engines help developers create video games and avoid duplication of code and effort, like frameworks for traditional software systems. In this paper, we explore open-source game engines along three perspectives: literature, code, and…
We present a transformer decoder based sports simulation engine, SportsNGEN, trained on sports player and ball tracking sequences, that is capable of generating sustained gameplay and accurately mimicking the decision making of real…
We introduce WebGames, a comprehensive benchmark suite designed to evaluate general-purpose web-browsing AI agents through a collection of 50+ interactive challenges. These challenges are specifically crafted to be straightforward for…
Guard patrol behavior is central to the immersion and strategic depth of stealth games, while most existing systems rely on hand-crafted routes or specialized logic that struggle to balance coverage efficiency and responsive pursuit with…
A classic model to study strategic decision making in multi-agent systems is the normal-form game. This model can be generalised to allow for an infinite number of pure strategies leading to continuous games. Multi-objective normal-form…
The swift evolution of Large-scale Models (LMs), either language-focused or multi-modal, has garnered extensive attention in both academy and industry. But despite the surge in interest in this rapidly evolving area, there are scarce…
The scarcity of high quality actions video data is a bottleneck in the research and application of action recognition. Although significant effort has been made in this area, there still exist gaps in the range of available data types a…
Modern world models require costly and time-consuming collection of large video datasets with action demonstrations by people or by environment-specific agents. To simplify training, we focus on using many virtual environments for…
Autonomous artificial agents must be able to learn behaviors in complex environments without humans to design tasks and rewards. Designing these functions for each environment is not feasible, thus, motivating the development of intrinsic…
We present a new video-based performance cloning technique. After training a deep generative network using a reference video capturing the appearance and dynamics of a target actor, we are able to generate videos where this actor reenacts…
Generative Adversarial Networks (GANs) have recently attracted considerable attention in the AI community due to its ability to generate high-quality data of significant statistical resemblance to real data. Fundamentally, GAN is a game…
We present a simple and intuitive approach for interactive control of physically simulated characters. Our work builds upon generative adversarial networks (GAN) and reinforcement learning, and introduces an imitation learning framework…