Contents
This page contains presentations for Seminar on Human-like Artificial Agents (NAIL082) course that is/has been taught during winter semester of 2020/2021 at Charles University in Prague, Czech Republic. The seminar is/was backed up by Cyril Brom, Jakub Gemrot (gemrot@gamedev.cuni.cz) and Vojtěch Černý (cerny@gamedev.cuni.cz)
History: 2016 Winter, 2017 Summer, 2017 Winter, 2018 Summer, 2018 Winter, 2019 Summer, 2019 Winter, 2019 Summer, 2020 Winter, 2021 Summer, 2022 Winter
News
Follow the appropriate channel at Gamedev Discord!
https://discord.gg/c49DHBJ
Dates (SIS)
Wednesdays 12:20 SW1, starting from 2nd week of semester
also on Zoom
(Zoom link, sent privately via email)
Seminar Terms
- You must attend the seminar regularly
- You must give two presentations on a chosen topic
- The first is a lecture about some scientific paper
- The second is typically a report about the state of your bachelor/master thesis
- You must act as an opponent for one presentation about your colleague’s bachelor/master thesis
- If the need arises, you will have to participate in some experiment (e.g., evaluating software or a project of your colleague)
Papers to Choose from
Paper | Links | Presenter |
Analysis of Statistical Forward Planning Methods in Pommerman, Diego Perez Liebana, Raluca Gaina, Olve Drageset, Ercument Ilhan, Martin Balla and Simon Lucas (2019) | Paper | |
Horswill, I. (2020, October). A Declarative PCG Tool for Casual Users. In Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (Vol. 16, No. 1, pp. 81-87). | Paper | |
Ferreira, L., Lelis, L., & Whitehead, J. (2020, October). Computer-generated music for tabletop role-playing games. In Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (Vol. 16, No. 1, pp. 59-65). | Paper | |
Bhaumik, Debosmita, et al. “Tree Search versus Optimization Approaches for Map Generation.” Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. Vol. 16. No. 1. 2020. | Paper | |
Karavolos, D., Liapis, A., & Yannakakis, G. N. (2019). A multi-faceted surrogate model for search-based procedural content generation. IEEE Transactions on Games. | Paper | |
By, T. (2019). Hexagonal grid numbering. IEEE Transactions on Games. | Paper (MFF subnet) |
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Steinmetz, E. S., & Gini, M. (2020). More Trees or Larger Trees: Parallelizing Monte Carlo Tree Search. IEEE Transactions on Games. | Paper (MFF subnet) |
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Daylamani-Zad, D., & Angelides, M. C. (2020). Altruism and Selfishness in Believable Game Agents: Deep Reinforcement Learning in Modified Dictator Games. IEEE Transactions on Games, 13(3), 229-238. | Paper (MFF subnet) |
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Freiknecht, J., & Effelsberg, W. (2019). Procedural generation of multistory buildings with interior. IEEE Transactions on Games, 12(3), 323-336. | Paper (MFF subnet) |
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Kim, E. Y., & Ashlock, D. (2019). Testing a Protocol for Characterizing Game Playing Agents Trained via Evolution on a New Game. IEEE Transactions on Games, 12(3), 236-245. | Paper (MFF subnet) |
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Baeta, F., Correia, J., Martins, T., & Machado, P. (2021). Speed benchmarking of genetic programming frameworks. arXiv preprint arXiv:2106.11919. | Paper | |
Tisdale, B., Seals, D., Pope, A. S., & Tauritz, D. R. (2021, June). Directing evolution: the automated design of evolutionary pathways using directed graphs. In Proceedings of the Genetic and Evolutionary Computation Conference (pp. 732-740). | Paper (MFF subnet) |
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Paolo, G., Coninx, A., Doncieux, S., & Laflaquière, A. (2021). Sparse reward exploration via novelty search and emitters. arXiv preprint arXiv:2102.03140. | Paper | |
Molin, L. D., Kanwal, J., & Stone, C. (2021, June). Resource availability and the evolution of cooperation in a 3D agent-based simulation. In Proceedings of the Genetic and Evolutionary Computation Conference (pp. 93-101). | Paper (MFF subnet) |
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Liu, J., Moreau, A., Preuss, M., Rapin, J., Roziere, B., Teytaud, F., & Teytaud, O. (2020, June). Versatile black-box optimization. In Proceedings of the 2020 Genetic and Evolutionary Computation Conference (pp. 620-628). | Paper (MFF subnet) |
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Hevia Fajardo, M. A., & Sudholt, D. (2020, June). On the choice of the parameter control mechanism in the (1+(λ, λ)) genetic algorithm. In Proceedings of the 2020 Genetic and Evolutionary Computation Conference (pp. 832-840). | Paper | |
Rajabi, A., & Witt, C. (2020, June). Self-adjusting evolutionary algorithms for multimodal optimization. In Proceedings of the 2020 Genetic and Evolutionary Computation Conference (pp. 1314-1322). | Paper | |
Green, M. E., DeLuca, T. F., & Kaiser, K. W. (2020, June). Modeling wildfire using evolutionary cellular automata. In Proceedings of the 2020 Genetic and Evolutionary Computation Conference (pp. 1089-1097). | Paper (MFF subnet) |
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Javaheripi, M., Samragh, M., Javidi, T., & Koushanfar, F. (2020, June). GeneCAI: gene tic evolution for acquiring compact AI. In Proceedings of the 2020 Genetic and Evolutionary Computation Conference (pp. 350-358). | Paper (MFF subnet) |
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Do, A. V., Bossek, J., Neumann, A., & Neumann, F. (2020, June). Evolving diverse sets of tours for the travelling salesperson problem. In Proceedings of the 2020 Genetic and Evolutionary Computation Conference (pp. 681-689). | Paper | |
Medvet, E., Bartoli, A., De Lorenzo, A., & Fidel, G. (2020, June). Evolution of distributed neural controllers for voxel-based soft robots. In Proceedings of the 2020 Genetic and Evolutionary Computation Conference (pp. 112-120). | Paper (MFF subnet) |
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Santana, C., Keedwell, E., & Menezes, R. (2020, June). An approach to assess swarm intelligence algorithms based on complex networks. In Proceedings of the 2020 Genetic and Evolutionary Computation Conference (pp. 31-39). | Paper | |
GECCO Proceedings: 2021, 2020 | try to find some | |
IEEE Transactions on Games (journal): 2021 (1, 2, 3), you can check older as well | try to find some | |
COG (Conference on Games, originally CIG, Computational Intelligence in Games): 2020, 2019 | try to find some | |
AIIDE (Artificial Intelligence and Interactive Digital Entertainment) Proceedings: 2020, 2019, 2018, you can check older as well | try to find some | |
IEEE Games, Entertainment, Media conference papers | try to find some | |
IEEE ICTAI (International Conference on Tools with Artificial Intelligence): 2020, 2019, 2018, you can check older as well | try to find some | |
ICEC (International Conference on Entertaining Computing) Proceeedings: 2020, 2018, you can check older as well | ||
MIG (Motion in Games): 2021, 2020, 2019, you can check older as well | ||
Everything Procedural conference | try to find some | |
More venues (via Google Scholar keyword search): “game”, “interactive”, “entertainment”, “game learning”, “interaction” (not everything is related) | try to find some |
Structure of the Paper Presentation
- Summarize what the paper is about, what is its take-home-message (10-15 minutes)
- Critically feedback the writing of the paper (5 minutes), e.g.:
- They claimed something at the beginning, that they did not deliver;
- the hypothesis was clear but the experiment is not designed so it may bring fruitful data;
- the data reported, when you try to interpret them, is not supporting the discussion within the paper;
- is the experiment replicable?
- …
Structure of the Project Presentation
- Quickly mention what your work is about
- Tell us the motivation behind your work
- Why are you pursuing this topic?
- What is scientifically exciting about your topic?
- What the result should ideally be?
- Who can benefit from your work?
- Describe the state of your work
- How are you planning to finish the thesis, what steps are required to deliver it?
- What have you done so far and what is before you
- End the presentation with open challenges or current problems you are facing to spark the discussion
Seminar Schedule
Date | Note | Presenter | Oponent | Paper / Project | Presentation | |
23.2. | Seminar welcome session | |||||
2.3. | Scientific Reading | Petr Guba | Resource availability and the evolution of cooperation in a 3D agent-based simulation | PPTX | ||
Project Presentation | Tomáš Plhák | Petr Guba | Space Alert IRL | Google, PPTX | ||
9.3. | Scientific Reading – Round 2 | Jakub Čatloš | A Comparative Evaluation of Procedural Level Generators in the Mario AI Framework | |||
Project Presentation | Petr Guba | Jakub Čatloš | Analysis of different MCTS implementations of artificial intelligence for the Children of the Galaxy computer game | PPTX | ||
16.3. | Scientific Reading – Round 3 | Karel Vlachovský | Particle-Based Fluid Simulation for Interactive Applications |
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Project Presentation | Jakub Čatloš | Karel Vlachovský |
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PPTX | ||
23.3. | Scientific Reading – Round 4 | Shivam Sharma | Modelling wildfire using Cellular Automata | PPTX | ||
30.3. | Project Presentation | Karel Vlachovský | Shivam Sharma | A Framework for Real-time Volumetric Terrain With Simulated Materials | ||
Scientific Reading – Round 5 | Tomáš Plhák | Tangible and Casual NFC-Enabled Mobile Games | PPTX, Google | |||
Project Presentation | Jiří Filek | Tomáš Plhák | Hierarchical Version of the Wave Function Collapse Algorithm | PPTX | ||
6.4. | break | |||||
13.4. | Scientific Reading – Round 6 | David Šosvald | Illuminating Mario Scenes in the Latent Space of a Generative Adversarial Network |
PPTX, Google | ||
Scientific Reading – Round 6.5 | Tomáš Guth Jarkovský | Freiknecht, J., & Effelsberg, W. (2019). Procedural generation of multistory buildings with interior. IEEE Transactions on Games, 12(3), 323-336 | ||||
Project Presentation | Jakub Hroník | Tomáš Guth Jarkovský | Fencing Simulator | live demo | ||
20.4. | Scientific Reading – Round 7 | Adrián Kormoš | Baeta, F., Correia, J., Martins, T., & Machado, P. (2021). Speed benchmarking of genetic programming frameworks. | PPTX | ||
Project Presentation | Tomáš Kalva | David Šosvald | Shape grammars for level generation in an action RPG game | PPTX | ||
27.4. | Scientific Reading – Round 8 | Jakub Hroník | Serious Violence: The Effects of Violent Elements in Serious Games | PPTX | ||
Scientific Reading – Round 8.5 | David Šosvald | Interactive example-based terrain authoring with conditional generative adversarial networks | PPTX, Google | |||
Project Presentation | Adrián Kormoš | Jakub Hroník | Tower Defense Kit for Unity | PPTX | ||
Spec. Project Presentation | Petr Šimůnek | Engine Evolution, Engine Evolution 2021/2022 | ||||
4.5. | Scientific Reading – Round 9 | Jiří Filek | Automatic Generation of Game Content using a Graph-based Wave Function Collapse Algorithm | PPTX | ||
Project Presentation | Tomáš Guth Jarkovský | Jiří Filek | Canva | |||
11.5. | University Day Off | |||||
18.5. | Scientific Reading – Round 10 | Tomáš Kalva | Tree Search versus Optimization Approaches for Map Generation | PPTX, Google | ||
Project Presentation | Shivam Sharma | Tomáš Kalva |