1 code implementation • 28 Apr 2020 • Rodrigo Canaan, Xianbo Gao, Julian Togelius, Andy Nealen, Stefan Menzel
In this game, coordinated groups of players can leverage pre-established conventions to great effect, but playing in an ad-hoc setting requires agents to adapt to its partner's strategies with no previous coordination.
1 code implementation • 28 Apr 2020 • Rodrigo Canaan, Xianbo Gao, Youjin Chung, Julian Togelius, Andy Nealen, Stefan Menzel
Hanabi is a cooperative game that challenges exist-ing AI techniques due to its focus on modeling the mental states ofother players to interpret and predict their behavior.
no code implementations • 13 Aug 2019 • Tiago Machado, Daniel Gopstein, Oded Nov, Angela Wang, Andy Nealen, Julian Togelius
Game development is a complex task involving multiple disciplines and technologies.
no code implementations • 8 Jul 2019 • Tiago Machado, Dan Gopstein, Andy Nealen, Julian Togelius
In this paper, we introduce Pitako1, a tool that applies the Recommender System concept to assist humans in creative tasks.
no code implementations • 8 Jul 2019 • Rodrigo Canaan, Julian Togelius, Andy Nealen, Stefan Menzel
In complex scenarios where a model of other actors is necessary to predict and interpret their actions, it is often desirable that the model works well with a wide variety of previously unknown actors.
no code implementations • 17 Mar 2019 • Rodrigo Canaan, Christoph Salge, Julian Togelius, Andy Nealen
The extent to which these games benchmark consist of fair competition between human and AI is also a matter of debate.
no code implementations • 26 Sep 2018 • Rodrigo Canaan, Stefan Menzel, Julian Togelius, Andy Nealen
We propose the following question: what game-like interactive system would provide a good environment for measuring the impact and success of a co-creative, cooperative agent?
no code implementations • 26 Sep 2018 • Rodrigo Canaan, Haotian Shen, Ruben Rodriguez Torrado, Julian Togelius, Andy Nealen, Stefan Menzel
Hanabi is a cooperative card game with hidden information that has won important awards in the industry and received some recent academic attention.
1 code implementation • 18 Jul 2018 • Michael Cerny Green, Ahmed Khalifa, Gabriella A. B. Barros, Andy Nealen, Julian Togelius
The automatic generation of game tutorials is a challenging AI problem.
no code implementations • 11 Jul 2018 • Michael Cerny Green, Ahmed Khalifa, Gabriella A. B. Barros, Tiago Machado, Andy Nealen, Julian Togelius
This paper introduces a fully automatic method for generating video game tutorials.
no code implementations • 12 Jun 2018 • Ahmed Khalifa, Scott Lee, Andy Nealen, Julian Togelius
We describe a search-based approach to generating new levels for bullet hell games, which are action games characterized by and requiring avoidance of a very large amount of projectiles.
no code implementations • 2 Feb 2017 • Adam Summerville, Sam Snodgrass, Matthew Guzdial, Christoffer Holmgård, Amy K. Hoover, Aaron Isaksen, Andy Nealen, Julian Togelius
This survey explores Procedural Content Generation via Machine Learning (PCGML), defined as the generation of game content using machine learning models trained on existing content.
no code implementations • 11 Oct 2016 • Michael Cook, Mirjam Eladhari, Andy Nealen, Mike Treanor, Eddy Boxerman, Alex Jaffe, Paul Sottosanti, Steve Swink
People enjoy encounters with generative software, but rarely are they encouraged to interact with, understand or engage with it.