相关论文: Illuminating the Space of Enemies Through MAP-Elit…
We propose to generate adversarial samples by modifying activations of upper layers encoding semantically meaningful concepts. The original sample is shifted towards a target sample, yielding an adversarial sample, by using the modified…
In this paper, we propose a methodology designed to support decision-making during the execution phase of military ground combat operations, with a focus on one's actions. This methodology generates and evaluates recommendations for various…
Games are widely used as research environments for multi-agent reinforcement learning (MARL), but they pose three significant challenges: limited customization, high computational demands, and oversimplification. To address these issues, we…
Deep neural network image classifiers are reported to be susceptible to adversarial evasion attacks, which use carefully crafted images created to mislead a classifier. Recently, various kinds of adversarial attack methods have been…
We propose a new, simple framework for crafting adversarial examples for black box attacks. The idea is to simulate the substitution model with a non-trainable model compounded of just one layer of handcrafted convolutional kernels and then…
Machine learning has proven to be a useful tool for automated malware detection, but machine learning models have also been shown to be vulnerable to adversarial attacks. This article addresses the problem of generating adversarial malware…
Balancing games, especially those with asymmetric multiplayer content, requires significant manual effort and extensive human playtesting during development. For this reason, this work focuses on generating balanced levels tailored to…
Adversarial examples are important for understanding the behavior of neural models, and can improve their robustness through adversarial training. Recent work in natural language processing generated adversarial examples by assuming…
This paper studies how to efficiently update the saddle-point strategy, or security strategy of one player in a matrix game when the other player develops new actions in the game. It is well known that the saddle-point strategy of one…
In this article we describe an algorithm that can be applied for the generation of various classes of maps on orientable surfaces. It uses existing generators for abstract graphs and combines them with an efficient embedding and isomorphism…
Quality Diversity (QD) has emerged as a powerful alternative optimization paradigm that aims at generating large and diverse collections of solutions, notably with its flagship algorithm MAP-ELITES (ME) which evolves solutions through…
There has been a recent explosion in the capabilities of game-playing artificial intelligence. Many classes of tasks, from video games to motor control to board games, are now solvable by fairly generic algorithms, based on deep learning…
Transferable targeted adversarial attacks aim to mislead models into outputting adversary-specified predictions in black-box scenarios. Recent studies have introduced \textit{single-target} generative attacks that train a generator for each…
This paper focuses on building personalized player models solely from player behavior in the context of adaptive games. We present two main contributions: The first is a novel approach to player modeling based on multi-armed bandits (MABs).…
The diversity of agent behaviors is an important topic for the quality of video games and virtual environments in general. Offering the most compelling experience for users with different skills is a difficult task, and usually needs…
An Adversarial Swarm model consists of two swarms that are interacting with each other in a competing manner. In the present study, an agent-based Adversarial swarm model is developed comprising of two competing swarms, the Attackers and…
In cooperative Multi-Agent Planning (MAP), a set of goals has to be achieved by a set of agents. Independently of whether they perform a pre-assignment of goals to agents or they directly search for a solution without any goal assignment,…
In computer games, traditional procedural terrain generation relies on a grid of vertices, with each point representing terrain elevation. For each square in the grid, two triangles are created by connecting fixed vertex indices, resulting…
In this paper, we propose the Multi-Agent Corridor Generating Algorithm (MACGA) for solving the Multi-agent Pathfinding (MAPF) problem, where a group of agents need to find non-colliding paths to their target locations. Existing approaches…
One of the main problems of evolutionary algorithms is the convergence of the population to local minima. In this paper, we explore techniques that can avoid this problem by encouraging a diverse behavior of the agents through a shared…