相关论文: Co-generation of game levels and game-playing agen…
PINSKY is a system for open-ended learning through neuroevolution in game-based domains. It builds on the Paired Open-Ended Trailblazer (POET) system, which originally explored learning and environment generation for bipedal walkers, and…
While the history of machine learning so far largely encompasses a series of problems posed by researchers and algorithms that learn their solutions, an important question is whether the problems themselves can be generated by the algorithm…
Creating open-ended algorithms, which generate their own never-ending stream of novel and appropriately challenging learning opportunities, could help to automate and accelerate progress in machine learning. A recent step in this direction…
State-of-the-art visual generative AI tools hold immense potential to assist users in the early ideation stages of creative tasks -- offering the ability to generate (rather than search for) novel and unprecedented (instead of existing)…
Many advancements have been made in procedural content generation for games, and with mixed-initiative co-creativity, have the potential for great benefits to human designers. However, co-creative systems for game generation are typically…
Machine learning for procedural content generation has recently become an active area of research. Levels vary in both form and function and are mostly unrelated to each other across games. This has made it difficult to assemble suitably…
Procedurally generated video game content has the potential to drastically reduce the content creation budget of game developers and large studios. However, adoption is hindered by limitations such as slow generation, as well as low quality…
In this work, we tackle the problem of open-ended learning by introducing a method that simultaneously evolves agents and increasingly challenging environments. Unlike previous open-ended approaches that optimize agents using a fixed neural…
As autonomous agents increasingly operate in real-world digital ecosystems, understanding how they coordinate, form institutions, and accumulate shared culture becomes both a scientific and practical priority. This paper introduces…
For over a decade now, robotics and the use of artificial agents have become a common thing.Testing the performance of new path finding or search space optimization algorithms has also become a challenge as they require simulation or an…
Procedural Level Generation via Machine Learning (PLGML), the study of generating game levels with machine learning, has received a large amount of recent academic attention. For certain measures these approaches have shown success at…
We are in the midst of large-scale industrial and academic efforts to automate the processes of scientific, technological and creative production through AI-driven assistants. Historically, a fundamental property of these processes in their…
Automatic generation of level maps is a popular form of automatic content generation. In this study, a recently developed technique employing the {\em do what's possible} representation is used to create open-ended level maps. Generation of…
We study building embodied agents for open-ended creative tasks. While existing methods build instruction-following agents that can perform diverse open-ended tasks, none of them demonstrates creativity -- the ability to give novel and…
Poetry Generation involves teaching systems to automatically generate text that resembles poetic work. A deep learning system can learn to generate poetry on its own by training on a corpus of poems and modeling the particular style of…
In this work we create agents that can perform well beyond a single, individual task, that exhibit much wider generalisation of behaviour to a massive, rich space of challenges. We define a universe of tasks within an environment domain and…
In this study, we present an innovative fusion of language models and query analysis techniques to unlock cognition in artificial intelligence. The introduced open-source AI system seamlessly integrates a Chess engine with a language model,…
We introduce the concept of a generative infinite game, a video game that transcends the traditional boundaries of finite, hard-coded systems by using generative models. Inspired by James P. Carse's distinction between finite and infinite…
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…
Creating systems capable of generating virtually infinite variations of complex and novel behaviour without predetermined goals or limits is a major challenge in the field of AI. This challenge has been addressed through the development of…