Develops a deep metric learning approach for detecting bugs in video games.
arXiv research
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Deep Reinforcement Learning automates match-3 game testing.
A framework disentangles controllable objects from visual signals for improved RL.
Deep reinforcement learning achieves superhuman performance in a range of video game environments, but requires that a designer manually specify a reward function. It is often easier to provide demonstrations of a target behavior than to design a reward function describing that behavior. Inverse reinforcement learning …
Hybrid SAC improves RL for video games with discrete, continuous actions.
Deep learning improves reinforcement learning in video games.
Proposes a novel path generation and evaluation method for video games.
Model-based RL learns Atari games faster with fewer interactions.
Predicting which players will convert to paying users in video games.
A test measures artificial agents' human-like behavior in video games.
Video games improve vehicle routing performance.
Nowadays, video game developers record every virtual action performed by their players. As each player can remain in the game for years, this results in an exceptionally rich dataset that can be used to understand and predict player behavior. In particular, this information may serve to identify the most valuable playe…
Video-game players generate huge amounts of data, as everything they do within a game is recorded. In particular, among all the stored actions and behaviors, there is information on the in-game purchases of virtual products. Such information is of critical importance in modern free-to-play titles, where gamers can sele…
Deep RL fails on deceptive games, revealing algorithm weaknesses.
Study analyzes player churn and purchasing behavior in games.
Winning solution for predicting player churn in a video game.
Predict player lifetime value based on engagement metrics.
New architecture separates object state and behavior for better game dynamics.
We create real-time geodesic rendering for non-isotropic geometries.
The General Video Game AI (GVGAI) competition and its associated software framework provides a way of benchmarking AI algorithms on a large number of games written in a domain-specific description language. While the competition has seen plenty of interest, it has so far focused on online planning, providing a forward …
Reinforcement learning is concerned with identifying reward-maximizing behaviour policies in environments that are initially unknown. State-of-the-art reinforcement learning approaches, such as deep Q-networks, are model-free and learn to act effectively across a wide range of environments such as Atari games, but requ…
PredNet excels at natural videos but fails on artificial rules, suggesting a trade-off.
In this work, we ask the following question: Can visual analogies, learned in an unsupervised way, be used in order to transfer knowledge between pairs of games and even play one game using an agent trained for another game? We attempt to answer this research question by creating visual analogies between a pair of game…
Survey reviews machine learning for automatic movement generation.
GenéLive! generates rhythm game commands with musical structure.
Recent advances in deep generative models have lead to remarkable progress in synthesizing high quality images. Following their successful application in image processing and representation learning, an important next step is to consider videos. Learning generative models of video is a much harder task, requiring a mod…
The study explores when parametric models enhance reinforcement learning, validating a hypothesis on Atari games.
The emergence of mobile games has caused a paradigm shift in the video-game industry. Game developers now have at their disposal a plethora of information on their players, and thus can take advantage of reliable models that can accurately predict player behavior and scale to huge datasets. Churn prediction, a challeng…
The growing use of virtual autonomous agents in applications like games and entertainment demands better control policies for natural-looking movements and actions. Unlike the conventional approach of hard-coding motion routines, we propose a deep learning method for obtaining control policies by directly mimicking raw…
LeagueAI generates synthetic data for better object detection in video games.
Understanding player behavior is fundamental in game data science. Video games evolve as players interact with the game, so being able to foresee player experience would help to ensure a successful game development. In particular, game developers need to evaluate beforehand the impact of in-game events. Simulation opti…
Dreamer 4 learns Minecraft tasks from videos alone.
Paper applies NFSP to Mini-RTS, a small RTS game.
Procedural terrain generation for video games has been traditionally been done with smartly designed but handcrafted algorithms that generate heightmaps. We propose a first step toward the learning and synthesis of these using recent advances in deep generative modelling with openly available satellite imagery from NAS…
Proposes a new Deep Recurrent Double Q-Learning model for Atari games.
AI agent plays CSGO deathmatch with human-like style.
Action recognition has attracted increasing attention from RGB input in computer vision partially due to potential applications on somatic simulation and statistics of sport such as virtual tennis game and tennis techniques and tactics analysis by video. Recently, deep learning based methods have achieved promising per…
In this report, we present a new reinforcement learning (RL) benchmark based on the Sonic the Hedgehog (TM) video game franchise. This benchmark is intended to measure the performance of transfer learning and few-shot learning algorithms in the RL domain. We also present and evaluate some baseline algorithms on the new…
In the past few years, deep reinforcement learning has been proven to solve problems which have complex states like video games or board games. The next step of intelligent agents would be able to generalize between tasks, and using prior experience to pick up new skills more quickly. However, most reinforcement learni…
Paper tackles multiplayer symmetric games, securing equal share for n players.
Rogue is a famous dungeon-crawling video-game of the 80ies, the ancestor of its gender. Rogue-like games are known for the necessity to explore partially observable and always different randomly-generated labyrinths, preventing any form of level replay. As such, they serve as a very natural and challenging task for rei…
Deep reinforcement learning methods traditionally struggle with tasks where environment rewards are particularly sparse. One successful method of guiding exploration in these domains is to imitate trajectories provided by a human demonstrator. However, these demonstrations are typically collected under artificial condi…
Project explores reinforcement learning solutions for sparse reward environments.
Efficiently identifies best algorithms for game tasks.
Reinforcement learning algorithms rely on carefully engineering environment rewards that are extrinsic to the agent. However, annotating each environment with hand-designed, dense rewards is not scalable, motivating the need for developing reward functions that are intrinsic to the agent. Curiosity is a type of intrins…
TrackNet tracks tiny balls in sports videos with high precision.
Understanding and predicting the popularity of online items is an important open problem in social media analysis. Considerable progress has been made recently in data-driven predictions, and in linking popularity to external promotions. However, the existing methods typically focus on a single source of external influ…
The classification of time series data is a challenge common to all data-driven fields. However, there is no agreement about which are the most efficient techniques to group unlabeled time-ordered data. This is because a successful classification of time series patterns depends on the goal and the domain of interest, i…