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 interactive digital entertainment


Guiding and Diversifying LLM-Based Story Generation via Answer Set Programming

Wang, Phoebe J., Kreminski, Max

arXiv.org Artificial Intelligence

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.


GPT for Games: A Scoping Review (2020-2023)

Yang, Daijin, Kleinman, Erica, Harteveld, Casper

arXiv.org Artificial Intelligence

This paper introduces a scoping review of 55 articles to explore GPT's potential for games, offering researchers a comprehensive understanding of the current applications and identifying both emerging trends and unexplored areas. We identify five key applications of GPT in current game research: procedural content generation, mixed-initiative game design, mixed-initiative gameplay, playing games, and game user research. Drawing from insights in each of these application areas, we propose directions for future research in each one. This review aims to lay the groundwork by illustrating the state of the art for innovative GPT applications in games, promising to enrich game development and enhance player experiences with cutting-edge AI innovations.


Procedural Content Generation via Knowledge Transformation (PCG-KT)

Sarkar, Anurag, Guzdial, Matthew, Snodgrass, Sam, Summerville, Adam, Machado, Tiago, Smith, Gillian

arXiv.org Artificial Intelligence

We introduce the concept of Procedural Content Generation via Knowledge Transformation (PCG-KT), a new lens and framework for characterizing PCG methods and approaches in which content generation is enabled by the process of knowledge transformation -- transforming knowledge derived from one domain in order to apply it in another. Our work is motivated by a substantial number of recent PCG works that focus on generating novel content via repurposing derived knowledge. Such works have involved, for example, performing transfer learning on models trained on one game's content to adapt to another game's content, as well as recombining different generative distributions to blend the content of two or more games. Such approaches arose in part due to limitations in PCG via Machine Learning (PCGML) such as producing generative models for games lacking training data and generating content for entirely new games. In this paper, we categorize such approaches under this new lens of PCG-KT by offering a definition and framework for describing such methods and surveying existing works using this framework. Finally, we conclude by highlighting open problems and directions for future research in this area.


Exploring Adaptive MCTS with TD Learning in miniXCOM

Saadat, Kimiya, Zhao, Richard

arXiv.org Artificial Intelligence

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.


The 13th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment

Magerko, Brian (Georgia Institute of Technology) | Bahamón, Julio César (University of North Carolina at Charlotte) | Buro, Michael (University of Alberta) | Damiano, Rossana (University of Turin) | Mazeika, Jo (University of California, Santa Cruz) | Ontañón, Santiago (Drexel University) | Robertson, Justus (North Carolina State University) | Ryan, James (University of California, Santa Cruz) | Siu, Kristin (Georgia Institute of Technology)

AI Magazine

The 13th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2017) was held at the Snowbird Ski and Summer Resort in Little Cottonwod Canyon in the Wasatch Range of the Rock Mountains near Salt Lake County, Utah. Along with the main conference presentations, the meeting included two tutorials, three workshops, and invited keynotes. This report summarizes the main conference. It also includes contributions from the organizers of the three workshops.


Reports

AI Magazine

The IJCAI-09 Workshop on Learning Structural Knowledge from Observations (STRUCK-09) took place as part of the International Joint Conference on Artificial Intelligence (IJCAI-09) on July 12 in Pasadena, California. The workshop program included paper presentations, discussion sessions about those papers, group discussions about two selected topics, and a joint discussion. As a result, many cognitive architectures use structural models to represent relations between knowledge of different complexity. Structural modeling has led to a number of representation and reasoning formalisms including frames, schemas, abstractions, hierarchical task networks (HTNs), and goal graphs among others. These formalisms have in common the use of certain kinds of constructs (for example, objects, goals, skills, and tasks) that represent knowledge of varying degrees of complexity and that are connected through structural relations.


The Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2007) Workshop on Optimizing Player Satisfaction

AI Magazine

This is a report of the second annual workshop on Optimizing Player Satisfaction (OPS), held in conjunction with the Artificial Intelligence and Interactive Digital Entertainment (AIIDE-07) conference. We discuss highlights of this year's workshop and include a discussion for next year's event. This was the second workshop in a series started in conjunction with the Simulation of Adaptive Behavior (SAB) conference in 2006. The primary goal of the OPS workshop series is to encourage a dialogue among researchers in AI, human-computer interaction, affective computing, and psychology disciplines who investigate dissimilar methodologies for improving gameplaying experiences. An additional aim of these events is to yield a better understanding of state-of-the-art approaches for optimizing player satisfaction in interactive entertainment systems.


1965

AI Magazine

Over the past decade, the commercial games industry has come to realize the importance of AI to its next-generation products. Similarly, the academic community now recognizes the interesting research challenges of game AI. AAAI responded to this interest with the creation in 2005 of the Artificial Intelligence and Interactive Digital Entertainment conference series. The third AIIDE conference was held in June 2007 and was a great success. It featured 10 (!) invited speakers and attracted an excellent mix of academic researchers and industry practitioners.


Recap of the 2010 AI and Interactive Digital Entertainment Conference

AI Magazine

The conference is targeted at the research and commercial communities, promoting AI research and practice in the context of interactive digital entertainment systems with an emphasis on commercial video games. AIIDE 2010 was held October 11-13, 2010, at Stanford University ajacent to Palo Alto, California. The conference featured 17 paper presentations, 18 posters, 5 demos, 5 invited speakers, a panel on teaching game AI in academe, and the first StarCraft AI competition. Led by the conference chair, Michael Youngblood (University of North Carolina at Charlotte), and the program chair, Vadim Bulitko (University of Alberta), the three days of AIIDE contained a dense and exciting agenda highlighting new research and revealing how AI is applied in many commercial endeavors. The first day was kicked off with an invited talk from Chris Jurney, lead developer of Double Fine Productions, who detailed his work on the nonplayer character pathfinding of Dawn of War II during his time at Relic Entertainment.

  artificial intelligence, computer game, interactive digital entertainment, (17 more...)
  Industry: Leisure & Entertainment > Games > Computer Games (1.00)

Recap of the Seventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE)

AI Magazine

The Seventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment was held from October 11 to 14, 2011, on the campus of Stanford University near Palo Alto, California. AIIDE is a premier interaction forum for researchers in artificial intelligence and interactive entertainment. The conference, which includes a research and industry track as well as a demonstration program, aims at bringing together both academic and industrial communities for the purpose of idea exchange and networking. For the first time in AIIDE's history, the main program of the conference was preceded by three workshops: Intelligent Narrative Technologies workshop, the workshop on Nonplayer Character AI, and the Artificial Intelligence in the Game Design Process workshop. In total, 24 papers were presented in the three workshops.