相关论文: Illuminating the Space of Enemies Through MAP-Elit…
Since the discovery of adversarial attacks against machine learning models nearly a decade ago, research on adversarial machine learning has rapidly evolved into an eternal war between defenders, who seek to increase the robustness of ML…
Adversarial examples in NLP are receiving increasing research attention. One line of investigation is the generation of word-level adversarial examples against fine-tuned Transformer models that preserve naturalness and grammaticality.…
Pixel art is a popular artistic style adopted in the gaming industry, and nowadays, it is often accompanied by modern rendering techniques. One example is dynamic lighting for the game sprites, for which normal mapping defines how the light…
Convolutional neural networks have been used to achieve a string of successes during recent years, but their lack of interpretability remains a serious issue. Adversarial examples are designed to deliberately fool neural networks into…
Multiplayer Online Battle Arena (MOBA) is one of the most played game genres nowadays. With the increasing growth of this genre, it becomes necessary to develop effective intelligent agents to play alongside or against human players. In…
Generating preferred images using generative adversarial networks (GANs) is challenging owing to the high-dimensional nature of latent space. In this study, we propose a novel approach that uses simple user-swipe interactions to generate…
The emergence of complex life on Earth is often attributed to the arms race that ensued from a huge number of organisms all competing for finite resources. We present an artificial intelligence research environment, inspired by the human…
Multi-agent navigation in dynamic environments is of great industrial value when deploying a large scale fleet of robot to real-world applications. This paper proposes a decentralized partially observable multi-agent path planning with…
Quality-Diversity optimisation algorithms enable the evolution of collections of both high-performing and diverse solutions. These collections offer the possibility to quickly adapt and switch from one solution to another in case it is not…
Aggression is a two-player game of troop placement and attack played on a map (modeled as a graph). Players take turns deploying troops on a territory (a vertex on the graph) until they run out. Once all troops are placed, players take…
Procedural Content Generation via Reinforcement Learning (PCGRL) offers a method for training controllable level designer agents without the need for human datasets, using metrics that serve as proxies for level quality as rewards. Existing…
Adversarial training is wildly considered as one of the most effective way to defend against adversarial examples. However, existing adversarial training methods consume unbearable time, due to the fact that they need to generate…
Generative adversarial networks (GANs) have been recently applied as a novel emulation technique for large scale structure simulations. Recent results show that GANs can be used as a fast, efficient and computationally cheap emulator for…
Deep neural networks are known to be vulnerable to adversarial perturbations. The amount of these perturbations are generally quantified using $L_p$ metrics, such as $L_0$, $L_2$ and $L_\infty$. However, even when the measured perturbations…
Application of realism enhancement methods, particularly in real-time and resource-constrained settings, has been frustrated by the expense of existing methods. These achieve high quality results only at the cost of long runtimes and high…
The automatic generation of game tutorials is a challenging AI problem. While it is possible to generate annotations and instructions that explain to the player how the game is played, this paper focuses on generating a gameplay experience…
Exploration is a key part of many video games. We investigate the using an exploratory agent to provide feedback on the design of procedurally generated game levels, 5 engaging levels and 5 unengaging levels. We expand upon a framework…
Automated game design is a rapidly growing area of research, yet many aspects of game design lie largely unexamined still, as most systems focus on two-dimensional games with clear objectives and goal-oriented gameplay. This paper describes…
In this paper, an adversarial architecture for facial depth map estimation from monocular intensity images is presented. By following an image-to-image approach, we combine the advantages of supervised learning and adversarial training,…
Adversarial examples are fabricated examples, indistinguishable from the original image that mislead neural networks and drastically lower their performance. Recently proposed AdvGAN, a GAN based approach, takes input image as a prior for…