相关论文: Illuminating the Space of Enemies Through MAP-Elit…
By combining Genetic Programming, MAP-Elites and Covariance Matrix Adaptation Evolution Strategy, we demonstrate very high success rates in Symbolic Regression problems. MAP-Elites is used to improve exploration while preserving diversity…
Adversarial machine learning has been both a major concern and a hot topic recently, especially with the ubiquitous use of deep neural networks in the current landscape. Adversarial attacks and defenses are usually likened to a…
In this paper we present a technique for procedurally generating 3D maps using a set of premade meshes which snap together based on designer-specified visual constraints. The proposed approach avoids size and layout limitations, offering…
Real-world problems are often comprised of many objectives and require solutions that carefully trade-off between them. Current approaches to many-objective optimization often require challenging assumptions, like knowledge of the…
This paper presents an adaptive level generation algorithm for the physics-based puzzle game Angry Birds. The proposed algorithm is based on a pre-existing level generator for this game, but where the difficulty of the generated levels can…
Algorithmic fairness is an essential requirement as AI becomes integrated in society. In the case of social applications where AI distributes resources, algorithms often must make decisions that will benefit a subset of users, sometimes…
In recent years, multi-player multi-armed bandits (MP-MAB) have been extensively studied due to their wide applications in cognitive radio networks and Internet of Things systems. While most existing research on MP-MAB focuses on…
We focus on the challenge of finding a diverse collection of quality solutions on complex continuous domains. While quality diver-sity (QD) algorithms like Novelty Search with Local Competition (NSLC) and MAP-Elites are designed to generate…
Recent advancements in procedural content generation via machine learning enable the generation of video-game levels that are aesthetically similar to human-authored examples. However, the generated levels are often unplayable without…
In multiplayer games with sequential decision-making, self-interested players form dynamic coalitions to achieve most-preferred temporal goals beyond their individual capabilities. We introduce a novel procedure to synthesize strategies…
We present a method of generating diverse collections of neural cellular automata (NCA) to design video game levels. While NCAs have so far only been trained via supervised learning, we present a quality diversity (QD) approach to…
This paper introduces a user-driven evolutionary algorithm based on Quality Diversity (QD) search. During a design session, the user iteratively selects among presented alternatives and their selections affect the upcoming results. We aim…
Our objective in this paper is to develop a machinery that makes a given organizational strategic plan resilient to the actions of competitor agents (adverse environmental actions). We assume that we are given a goal tree representing…
With growing interest in adversarial machine learning, it is important for machine learning practitioners and users to understand how their models may be attacked. We propose a web-based visualization tool, Adversarial-Playground, to…
We formalize Multi-Agent Path Finding with Deadlines (MAPF-DL). The objective is to maximize the number of agents that can reach their given goal vertices from their given start vertices within the deadline, without colliding with each…
Applying deep reinforcement learning (RL) on real systems suffers from slow data sampling. We propose an enhanced generative adversarial network (EGAN) to initialize an RL agent in order to achieve faster learning. The EGAN utilizes the…
Experience Management studies AI systems that automatically adapt interactive experiences such as games to tailor to specific players and to fulfill design goals. Although it has been explored for several decades, existing work in…
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…
Generative adversarial networks (GANs) are a framework for producing a generative model by way of a two-player minimax game. In this paper, we propose the \emph{Generative Multi-Adversarial Network} (GMAN), a framework that extends GANs to…
In this paper we experiment with a 2-player strategy board game where playing models are evolved using reinforcement learning and neural networks. The models are evolved to speed up automatic game development based on human involvement at…