intelligence and interactive digital entertainment
GenQuest: An LLM-based Text Adventure Game for Language Learners
Wang, Qiao, Labib, Adnan, Swier, Robert, Hofmeyr, Michael, Yuan, Zheng
GenQuest is a generative text adventure game that leverages Large Language Models (LLMs) to facilitate second language learning through immersive, interactive storytelling. The system engages English as a Foreign Language (EFL) learners in a collaborative "choose-your-own-adventure" style narrative, dynamically generated in response to learner choices. Game mechanics such as branching decision points and story milestones are incorporated to maintain narrative coherence while allowing learner-driven plot development. Key pedagogical features include content generation tailored to each learner's proficiency level, and a vocabulary assistant that provides in-context explanations of learner-queried text strings, ranging from words and phrases to sentences. Findings from a pilot study with university EFL students in China indicate promising vocabulary gains and positive user perceptions. Also discussed are suggestions from participants regarding the narrative length and quality, and the request for multi-modal content such as illustrations.
- Asia > China (0.24)
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- Europe > United Kingdom > England > Greater London > London (0.04)
- Asia > Japan > Honshū > Kantō > Tokyo Metropolis Prefecture > Tokyo (0.04)
- Research Report (1.00)
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- Leisure & Entertainment > Games > Computer Games (1.00)
- Education (1.00)
Evolutionary Level Repair
Bhaumik, Debosmita, Togelius, Julian, Yannakakis, Georgios N., Khalifa, Ahmed
We address the problem of game level repair, which consists of taking a designed but non-functional game level and making it functional. This might consist of ensuring the completeness of the level, reachability of objects, or other performance characteristics. The repair problem may also be constrained in that it can only make a small number of changes to the level. We investigate search-based solutions to the level repair problem, particularly using evolutionary and quality-diversity algorithms, with good results. This level repair method is applied to levels generated using a machine learning-based procedural content generation (PCGML) method that generates stylistically appropriate but frequently broken levels. This combination of PCGML for generation and search-based methods for repair shows great promise as a hybrid procedural content generation (PCG) method.
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Effective Reward Specification in Deep Reinforcement Learning
In the last decade, Deep Reinforcement Learning has evolved into a powerful tool for complex sequential decision-making problems. It combines deep learning's proficiency in processing rich input signals with reinforcement learning's adaptability across diverse control tasks. At its core, an RL agent seeks to maximize its cumulative reward, enabling AI algorithms to uncover novel solutions previously unknown to experts. However, this focus on reward maximization also introduces a significant difficulty: improper reward specification can result in unexpected, misaligned agent behavior and inefficient learning. The complexity of accurately specifying the reward function is further amplified by the sequential nature of the task, the sparsity of learning signals, and the multifaceted aspects of the desired behavior. In this thesis, we survey the literature on effective reward specification strategies, identify core challenges relating to each of these approaches, and propose original contributions addressing the issue of sample efficiency and alignment in deep reinforcement learning. Reward specification represents one of the most challenging aspects of applying reinforcement learning in real-world domains. Our work underscores the absence of a universal solution to this complex and nuanced challenge; solving it requires selecting the most appropriate tools for the specific requirements of each unique application.
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- Information Technology > Artificial Intelligence > Machine Learning > Reinforcement Learning (1.00)
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- Information Technology > Artificial Intelligence > Representation & Reasoning > Agents > Agent Societies (0.92)
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Procedural Content Generation in Games: A Survey with Insights on Emerging LLM Integration
Maleki, Mahdi Farrokhi, Zhao, Richard
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 player engagement and ease the work of game designers. While recent advances in deep learning approaches in PCG have enabled researchers and practitioners to create more sophisticated content, it is the arrival of Large Language Models (LLMs) that truly disrupted the trajectory of PCG advancement. This survey explores the differences between various algorithms used for PCG, including search-based methods, machine learning-based methods, other frequently used methods (e.g., noise functions), and the newcomer, LLMs. We also provide a detailed discussion on combined methods. Furthermore, we compare these methods based on the type of content they generate and the publication dates of their respective papers. Finally, we identify gaps in the existing academic work and suggest possible directions for future research.
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- Research Report (1.00)
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- Information Technology > Artificial Intelligence > Natural Language > Large Language Model (1.00)
- Information Technology > Artificial Intelligence > Machine Learning > Neural Networks > Deep Learning (1.00)
- Information Technology > Artificial Intelligence > Machine Learning > Learning Graphical Models > Undirected Networks > Markov Models (0.68)
Guiding and Diversifying LLM-Based Story Generation via Answer Set Programming
Wang, Phoebe J., Kreminski, Max
Instruction-tuned large language models (LLMs) are capable of generating stories in response to open-ended user requests, but the resulting stories tend to be limited in their diversity. Older, symbolic approaches to story generation (such as planning) can generate substantially more diverse plot outlines, but are limited to producing stories that recombine a fixed set of hand-engineered character action templates. Can we combine the strengths of these approaches while mitigating their weaknesses? We propose to do so by using a higher-level and more abstract symbolic specification of high-level story structure -- implemented via answer set programming (ASP) -- to guide and diversify LLM-based story generation. Via semantic similarity analysis, we demonstrate that our approach produces more diverse stories than an unguided LLM, and via code excerpts, we demonstrate the improved compactness and flexibility of ASP-based outline generation over full-fledged narrative planning.
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"Hunt Takes Hare": Theming Games Through Game-Word Vector Translation
A game's theme is an important part of its design -- it conveys narrative information, rhetorical messages, helps the player intuit strategies, aids in tutorialisation and more. Thematic elements of games are notoriously difficult for AI systems to understand and manipulate, however, and often rely on large amounts of hand-written interpretations and knowledge. In this paper we present a technique which connects game embeddings, a recent method for modelling game dynamics from log data, and word embeddings, which models semantic information about language. We explain two different approaches for using game embeddings in this way, and show evidence that game embeddings enhance the linguistic translations of game concepts from one theme to another, opening up exciting new possibilities for reasoning about the thematic elements of games in the future.
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- Leisure & Entertainment > Games > Chess (1.00)
- Leisure & Entertainment > Games > Computer Games (0.95)
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Learning Curricula in Open-Ended Worlds
Deep reinforcement learning (RL) provides powerful methods for training optimal sequential decision-making agents. As collecting real-world interactions can entail additional costs and safety risks, the common paradigm of sim2real conducts training in a simulator, followed by real-world deployment. Unfortunately, RL agents easily overfit to the choice of simulated training environments, and worse still, learning ends when the agent masters the specific set of simulated environments. In contrast, the real world is highly open-ended, featuring endlessly evolving environments and challenges, making such RL approaches unsuitable. Simply randomizing over simulated environments is insufficient, as it requires making arbitrary distributional assumptions and can be combinatorially less likely to sample specific environment instances that are useful for learning. An ideal learning process should automatically adapt the training environment to maximize the learning potential of the agent over an open-ended task space that matches or surpasses the complexity of the real world. This thesis develops a class of methods called Unsupervised Environment Design (UED), which aim to produce such open-ended processes. Given an environment design space, UED automatically generates an infinite sequence or curriculum of training environments at the frontier of the learning agent's capabilities. Through extensive empirical studies and theoretical arguments founded on minimax-regret decision theory and game theory, the findings in this thesis show that UED autocurricula can produce RL agents exhibiting significantly improved robustness and generalization to previously unseen environment instances. Such autocurricula are promising paths toward open-ended learning systems that achieve more general intelligence by continually generating and mastering additional challenges of their own design.
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- Information Technology > Artificial Intelligence > Representation & Reasoning > Search (1.00)
- Information Technology > Artificial Intelligence > Machine Learning > Reinforcement Learning (1.00)
- Information Technology > Artificial Intelligence > Machine Learning > Neural Networks > Deep Learning (1.00)
- Information Technology > Artificial Intelligence > Machine Learning > Learning Graphical Models > Undirected Networks > Markov Models (0.92)
An approach for automatically determining the possible actions in computer game states
Due to the great difficulty of thoroughly testing video game software by hand, it is desirable to have AI agents that can automatically explore different game functionalities. A key requirement of such agents is a model of the player actions that the agent can use to both determine the set of possible actions in different game states, as well as perform a chosen action on the game selected by the agent's policy. The typical game engines that are in use today do not offer such a model of actions, leading existing work to either require human effort to manually define the action model or imprecisely guess the possible actions. In our work, we demonstrate how program analysis is an effective solution to this problem by developing a state-of-the-art analysis for the user input handling logic present in games that can automatically model game actions with a discrete action space. Our key insight is that the possible actions of games correspond to the different execution paths that can be taken through the user input handling logic present in the game's code.
Reports of the Workshops Held at the 2022 AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment
This year was the first in-person EXAG since the start of the COVID-19 pandemic. We did our best to support a hybrid event to accommodate international presenters. We had excellent attendance on both days, with five paper sessions and two demo sessions (one formal, one informal). Our presentations spanned the following themes: story world generation, level generation, pixel art generation, adaptive MCTS, open-endedness in games, level reachability testing, NPC behaviors, AI-driven sonification, unit generation for real-time strategy games, empathetic AI, expressive range visualization, emulator frameworks for MCTS, and reinforcement Learning for fighting game AI. This year, EXAG received 22 submissions (21 for the research track and 1 for the demo track).
Exploring Adaptive MCTS with TD Learning in miniXCOM
In recent years, Monte Carlo tree search (MCTS) has achieved widespread adoption within the game community. Its use in conjunction with deep reinforcement learning has produced success stories in many applications. While these approaches have been implemented in various games, from simple board games to more complicated video games such as StarCraft, the use of deep neural networks requires a substantial training period. In this work, we explore on-line adaptivity in MCTS without requiring pre-training. We present MCTS-TD, an adaptive MCTS algorithm improved with temporal difference learning. We demonstrate our new approach on the game miniXCOM, a simplified version of XCOM, a popular commercial franchise consisting of several turn-based tactical games, and show how adaptivity in MCTS-TD allows for improved performances against opponents.
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