AIIDE
846 papers
Pommerman: A Multi-Agent Playground
We present Pommerman, a multi-agent environment based on the classic console game Bomberman. Pommerman consists of a set of scenarios, each having at least four players and containing both...
Procedural Content Generation in Games: A Survey with Insights on Emerging LLM Integration
Procedural Content Generation (PCG) is defined as the automatic creation of game content using algorithms. PCG has a long history in both the game industry and the academic world. It can increase...
CALYPSO: LLMs as Dungeon Masters' Assistants
The role of a Dungeon Master, or DM, in the game Dungeons & Dragons is to perform multiple tasks simultaneously. The DM must digest information about the game setting and monsters, synthesize...
Explaining Deep Reinforcement Learning Agents In The Atari Domain through a Surrogate Model
One major barrier to applications of deep Reinforcement Learning (RL) both inside and outside of games is the lack of explainability. In this paper, we describe a lightweight and effective method...
Conditional Level Generation and Game Blending
Prior research has shown variational autoencoders (VAEs) to be useful for generating and blending game levels by learning latent representations of existing level data. We build on such models by...
GenerationMania: Learning to Semantically Choreograph
Beatmania is a rhythm action game where players must reproduce some of the sounds of a song by pressing specific controller buttons at the correct time. In this paper we investigate the use of...
Arachnophobia Exposure Therapy using Experience-driven Procedural Content Generation via Reinforcement Learning (EDPCGRL)
Personalized therapy, in which a therapeutic practice is adapted to an individual patient, leads to better health outcomes. Typically, this is accomplished by relying on a therapist's training and...
Tile Embedding: A General Representation for Procedural Level Generation via Machine Learning
In recent years, Procedural Level Generation via Machine Learning (PLGML) techniques have been applied to generate game levels with machine learning. These approaches rely on human-annotated...
dAIrector: Automatic Story Beat Generation through Knowledge Synthesis
dAIrector is an automated director which collaborates with humans storytellers for live improvisational performances and writing assistance. dAIrector can be used to create short narrative arcs...
Dialogue Shaping: Empowering Agents through NPC Interaction
One major challenge in reinforcement learning (RL) is the large amount of steps for the RL agent needs to converge in the training process and learn the optimal policy, especially in text-based...
Path planning with Inventory-driven Jump-Point-Search
In many navigational domains the traversability of cells is conditioned on the path taken. This is often the case in video-games, in which a character may need to acquire a certain object (i.e., a...
Integrating Automated Play in Level Co-Creation
In level co-creation an AI and human work together to create a video game level. One open challenge in level co-creation is how to empower human users to ensure particular qualities of the final...
Beyond the Meta: Leveraging Game Design Parameters for Patch-Agnostic Esport Analytics
Esport games comprise a sizeable fraction of the global games market, and is the fastest growing segment in games. This has given rise to the domain of esports analytics, which uses telemetry data...
Narrative-to-Scene Generation: An LLM-Driven Pipeline for 2D Game Environments
Recent advances in large language models (LLMs) enable compelling story generation, but connecting narrative text to playable visual environments remains an open challenge in procedural content...
The Definition-Context-Purpose Paradigm and Other Insights from Industry Professionals About the Definition of a Quest
Among academic communities there is no single agreed upon definition of a quest. The industry perspective on this topic is also largely unknown. Thus, thee purpose of this paper is to gain an...
The Impact of Visualizing Design Gradients for Human Designers
Mixed-initiative Procedural Content Generation (PCG) refers to tools or systems in which a human designer works with an algorithm to produce game content. This area of research remains relatively...
From Frustration to Fun: An Adaptive Problem-Solving Puzzle Game Powered by Genetic Algorithm
This paper explores adaptive problem solving with a game designed to support the development of problem-solving skills. Using an adaptive, AI-powered puzzle game, our adaptive problem-solving...
Enhancing Two-Player Performance Through Single-Player Knowledge Transfer: An Empirical Study on Atari 2600 Games
Playing two-player games using reinforcement learning and self-play can be challenging due to the complexity of two-player environments and the possible instability in the training process. We...