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Game tree search algorithms, such as Monte Carlo Tree Search (MCTS), require access to a forward model (or "simulator") of the game at hand. However, in some games such forward model is not readily available. This paper presents three…
The Reservoir Computing (RC) paradigm utilizes a dynamical system, i.e., a reservoir, and a linear classifier, i.e., a read-out layer, to process data from sequential classification tasks. In this paper the usage of Cellular Automata (CA)…
In this paper, we study the number of equilibria of the replicator-mutator dynamics for both deterministic and random multi-player two-strategy evolutionary games. For deterministic games, using Decartes' rule of signs, we provide a formula…
Due to their complex dynamics, combinatorial games are a key test case and application for algorithms that train game playing agents. Among those algorithms that train using self-play are coevolutionary algorithms (CoEAs). However, the…
We present and release MIDI-GPT, a generative system based on the Transformer architecture that is designed for computer-assisted music composition workflows. MIDI-GPT supports the infilling of musical material at the track and bar level,…
This paper introduces an open source simulator for packet routing in Low Earth Orbit Satellite Constellations (LSatCs) considering the dynamic system uncertainties. The simulator, implemented in Python, supports traditional Dijkstra's based…
In dynamic noncooperative games, each player makes conjectures about other players' reactions before choosing a strategy. However, resulting equilibria may be multiple and do not always lead to desirable outcomes. These issues are typically…
We present a pilot study on crea.blender, a novel co-creative game designed for large-scale, systematic assessment of distinct constructs of human creativity. Co-creative systems are systems in which humans and computers (often with Machine…
This paper describes the design and implementation of Spinoza, a fast and flexible quantum simulator written in Rust. Spinoza simulates the evolution of a quantum system's state by applying quantum gates, with the core design principle…
This paper outlines the design vision and planned evolution of Blexer v3, a modular and AI-driven rehabilitation ecosystem based on serious games. Building on insights from previous versions of the system, we propose a new architecture that…
Reliability and availability analysis are essential in dependable critical embedded systems. The classical implementation of dependability for an embedded system relies on merging both fundamental structures with the required dependability…
Stochastic games are a natural model for the synthesis of controllers confronted to adversarial and/or random actions. In particular, $\omega$-regular games of infinite length can represent reactive systems which are not expected to reach a…
Modular and reconfigurable robotic systems have been designed to provide a customized solution for the non-repetitive tasks to be performed in a constrained environment. Customized solutions are normally extracted from task-based…
This paper presents verification-guided development (VGD), a software engineering process we used to build Cedar, a new policy language for expressive, fast, safe, and analyzable authorization. Developing a system with VGD involves writing…
We study the problem of achieving decentralized coordination by a group of strategic decision makers choosing to engage or not in a task in a stochastic setting. First, we define a class of symmetric utility games that encompass a broad…
Addressing a real world sequential decision problem with Reinforcement Learning (RL) usually starts with the use of a simulated environment that mimics real conditions. We present a novel open source RL environment for realistic crop…
The paper describes a Multisource AI Scorecard Table (MAST) that provides the developer and user of an artificial intelligence (AI)/machine learning (ML) system with a standard checklist focused on the principles of good analysis adopted by…
Reinforcement-based learning has attracted considerable attention both in modeling human behavior as well as in engineering, for designing measurement- or payoff-based optimization schemes. Such learning schemes exhibit several advantages,…
This paper presents a new use case for continuous crowdsourcing, where multiple players collectively control a single character in a video game. Similar approaches have already been proposed, but they suffer from certain limitations: (1)…
Criticality is a behavioral state in dynamical systems that is known to present the highest computation capabilities, i.e., information transmission, storage, and modification. Therefore, such systems are ideal candidates as a substrate for…