Goto

Collaborating Authors

 game domain


MET-Bench: Multimodal Entity Tracking for Evaluating the Limitations of Vision-Language and Reasoning Models

arXiv.org Artificial Intelligence

Entity tracking is a fundamental challenge in natural language understanding, requiring models to maintain coherent representations of entities. Previous work has benchmarked entity tracking performance in purely text-based tasks. We introduce MET-Bench, a multimodal entity tracking benchmark designed to evaluate the ability of vision-language models to track entity states across modalities. Using two structured domains, Chess and the Shell Game, we assess how effectively current models integrate textual and image-based state updates. Our findings reveal a significant performance gap between text-based and image-based tracking and that this performance gap stems from deficits in visual reasoning rather than perception. We further show that explicit text-based reasoning strategies improve performance, yet substantial limitations remain, especially in long-horizon multimodal scenarios. Our results highlight the need for improved multimodal representations and reasoning techniques to bridge the gap between textual and visual entity tracking.


Game Level Blending using a Learned Level Representation

arXiv.org Artificial Intelligence

Game level blending via machine learning, the process of combining features of game levels to create unique and novel game levels using Procedural Content Generation via Machine Learning (PCGML) techniques, has gained increasing popularity in recent years. However, many existing techniques rely on human-annotated level representations, which limits game level blending to a limited number of annotated games. Even with annotated games, researchers often need to author an additional shared representation to make blending possible. In this paper, we present a novel approach to game level blending that employs Clustering-based Tile Embeddings (CTE), a learned level representation technique that can serve as a level representation for unannotated games and a unified level representation across games without the need for human annotation. CTE represents game level tiles as a continuous vector representation, unifying their visual, contextual, and behavioral information. We apply this approach to two classic Nintendo games, Lode Runner and The Legend of Zelda. We run an evaluation comparing the CTE representation to a common, human-annotated representation in the blending task and find that CTE has comparable or better performance without the need for human annotation.


Toward Co-creative Dungeon Generation via Transfer Learning

arXiv.org Artificial Intelligence

Co-creative Procedural Content Generation via Machine Learning However, running user subject studies for every game would be (PCGML) refers to systems where a PCGML agent and a human costly, and it would be difficult to find a user base with relevant work together to produce output content. One of the limitations of design experience for every game since most games do not have co-creative PCGML is that it requires co-creative training data for a their own Game Name Maker level design tool/game. Therefore, PCGML agent to learn to interact with humans. However, acquiring we need a way to develop high quality co-creative agents without this data is a difficult and time-consuming process.


Low-level cognitive skill transfer between two individuals' minds via computer game-based framework

arXiv.org Artificial Intelligence

The novel technique introduced here aims to accomplish the first stage of transferring low-level cognitive skills between two individuals (e.g. from expert to learner) to ease the consecutive higher level declarative learning process for the target "learner" individual in a game environment. Such low-level cognitive skill is associated with the procedural knowledge and established at low-level of mind which can be unveiled and transferred by only a novel technique (rather than by a traditional educational environment ) like a highly interactive computer game domain in which a user exposes his/her unconscious mind behaviors via the game-hero non-deliberately during the game sessions. The cognitive data exposed by the game-hero would be recorded, and then be modelled by the artificial intelligence technique like Bayesian networks for an early stage of cognitive skill transfer and the cognitive stimuli are also generated to be used as game agents to train the learner.


Automatic Game Design via Mechanic Generation

arXiv.org Artificial Intelligence

Game designs often center on the game mechanics---rules governing the logical evolution of the game. We seek to develop an intelligent system that generates computer games. As first steps towards this goal we present a composable and cross-domain representation for game mechanics that draws from AI planning action representations. We use a constraint solver to generate mechanics subject to design requirements on the form of those mechanics---what they do in the game. A planner takes a set of generated mechanics and tests whether those mechanics meet playability requirements---controlling how mechanics function in a game to affect player behavior. We demonstrate our system by modeling and generating mechanics in a role-playing game, platformer game, and combined role-playing-platformer game.


Towards Generic Models of Player Experience

AAAI Conferences

Context personalisation is a flourishing area of research with many applications. Context personalisation systems usually employ a user model to predict the appeal of the context to a particular user given a history of interactions. Most of the models used are context-dependent and their applicability is usually limited to the system and the data used for model construction. Establishing models of user experience that are highly scalable while maintaing the performance constitutes an important research direction. In this paper, we propose generic models of user experience in the computer games domain. We employ two datasets collected from players interactions with two games from different genres where accurate models of players experience were previously built. We take the approach one step further by investigating the modelling mechanism ability to generalise over the two datasets. We further examine whether generic features of player behaviour can be defined and used to boost the modelling performance. The accuracies obtained in both experiments indicate a promise for the proposed approach and suggest that game-independent player experience models can be built.


Automatic Game Design via Mechanic Generation

AAAI Conferences

Game designs often center on the game mechanics - rules governing the logical evolution of the game. We seek to develop an intelligent system that generates computer games. As first steps towards this goal we present a composable and cross-domain representation for game mechanics that draws from AI planning action representations. We use a constraint solver to generate mechanics subject to design requirements on the form of those mechanics - what they do in the game. A planner takes a set of generated mechanics and tests whether those mechanics meet playability requirements - controlling how mechanics function in a game to affect player behavior. We demonstrate our system by modeling and generating mechanics in a role-playing game, platformer game, and combined role-playing-platformer game.