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Learning in multi-player games can model a large variety of practical scenarios, where each player seeks to optimize its own local objective function, which at the same time relies on the actions taken by others. Motivated by the frequent…
Generative Adversarial Networks (GANs) are proving to be a powerful indirect genotype-to-phenotype mapping for evolutionary search, but they have limitations. In particular, GAN output does not scale to arbitrary dimensions, and there is no…
Can machine learning models for recommendation be easily fooled? While the question has been answered for hand-engineered fake user profiles, it has not been explored for machine learned adversarial attacks. This paper attempts to close…
Balancing game difficulty in video games is a key task to create interesting gaming experiences for players. Mismatching the game difficulty and a player's skill or commitment results in frustration or boredom on the player's side, and…
Generative adversarial networks (GANs) provide an algorithmic framework for constructing generative models with several appealing properties: they do not require a likelihood function to be specified, only a generating procedure; they…
In this paper we investigate the vulnerability that facial recognition systems present to adversarial examples by introducing a new methodology from the attacker perspective. The technique is based on the use of the autoencoder latent…
Modern deep neural networks are often vulnerable to adversarial samples. Based on the first optimization-based attacking method, many following methods are proposed to improve the attacking performance and speed. Recently, generation-based…
In this paper, we address a pursuit-evasion game involving multiple players by utilizing tools and techniques from reinforcement learning and matrix game theory. In particular, we consider the problem of steering an evader to a goal…
Taking a photo outside, can we predict the immediate future, e.g., how would the cloud move in the sky? We address this problem by presenting a generative adversarial network (GAN) based two-stage approach to generating realistic time-lapse…
This paper studies a 3D multiplayer reach-avoid differential game with a goal region and a play region. Multiple pursuers defend the goal region by consecutively capturing multiple evaders in the play region. The players have heterogeneous…
In typical reinforcement learning (RL), the environment is assumed given and the goal of the learning is to identify an optimal policy for the agent taking actions through its interactions with the environment. In this paper, we extend this…
Adversarial examples are one critical security threat to various visual applications, where injected human-imperceptible perturbations can confuse the output.Generating transferable adversarial examples in the black-box setting is crucial…
This paper presents a two-step generative approach for creating dungeons in the rogue-like puzzle game MiniDungeons 2. Generation is split into two steps, initially producing the architectural layout of the level as its walls and floor…
Today text classification models have been widely used. However, these classifiers are found to be easily fooled by adversarial examples. Fortunately, standard attacking methods generate adversarial texts in a pair-wise way, that is, an…
We address planning and navigation in challenging 3D video games featuring maps with disconnected regions reachable by agents using special actions. In this setting, classical symbolic planners are not applicable or difficult to adapt. We…
Asymmetrical multiplayer (AMP) game is a popular game genre which involves multiple types of agents competing or collaborating with each other in the game. It is difficult to train powerful agents that can defeat top human players in AMP…
This study explores the prevalence of dark patterns in mobile games that exploit players through temporal, monetary, social, and psychological means. Recognizing the ethical concerns and potential harm surrounding these manipulative…
Iterating on creating pixel art character sprite sheets is essential to the game development process. However, it can take a lot of effort until the final versions containing different poses and animation clips are achieved. This paper…
We propose a new procedural content generation method which learns iterative level generators from a dataset of existing levels. The Path of Destruction method, as we call it, views level generation as repair; levels are created by…
This paper focuses on procedurally generating rules and communicating them to players to adjust the difficulty. This is part of a larger project to collect and adapt games in educational games for young children using a digital puzzle game…