no code implementations • 22 May 2023 • Aidan Barbieux, Rodrigo Canaan
This paper presents EINCASM, a prototype system employing a novel framework for studying emergent intelligence in organisms resembling slime molds.
no code implementations • 27 Mar 2021 • Christoph Salge, Michael Cerny Green, Rodrigo Canaan, Filip Skwarski, Rafael Fritsch, Adrian Brightmoore, Shaofang Ye, Changxing Cao, Julian Togelius
This article outlines what we learned from the first year of the AI Settlement Generation Competition in Minecraft, a competition about producing AI programs that can generate interesting settlements in Minecraft for an unseen map.
no code implementations • 20 Feb 2021 • Michael Cerny Green, Ahmed Khalifa, Philip Bontrager, Rodrigo Canaan, Julian Togelius
We present a new concept called Game Mechanic Alignment theory as a way to organize game mechanics through the lens of systemic rewards and agential motivations.
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.
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.
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 • 2 Jul 2019 • Fernando de Mesentier Silva, Rodrigo Canaan, Scott Lee, Matthew C. Fontaine, Julian Togelius, Amy K. Hoover
Balancing an ever growing strategic game of high complexity, such as Hearthstone is a complex task.
no code implementations • 14 May 2019 • Christoph Salge, Christian Guckelsberger, Michael Cerny Green, Rodrigo Canaan, Julian Togelius
We introduce the Chronicle Challenge as an optional addition to the Settlement Generation Challenge in Minecraft.
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, 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.
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 • 27 Mar 2018 • Christoph Salge, Christian Guckelsberger, Rodrigo Canaan, Tobias Mahlmann
Models of intrinsic motivation present an important means to produce sensible behaviour in the absence of extrinsic rewards.
no code implementations • 27 Mar 2018 • Christoph Salge, Michael Cerny Green, Rodrigo Canaan, Julian Togelius
This paper introduces the settlement generation competition for Minecraft, the first part of the Generative Design in Minecraft challenge.