The large language model (LLM) based agents have demonstrated their capacity to automate and expedite software development processes. In this paper, we focus on game development and propose a multi-agent collaborative framework, dubbed GameGPT, to automate game development. While many studies have pinpointed hallucination as a primary roadblock for deploying LLMs in production, we identify another concern: redundancy. Our framework presents a series of methods to mitigate both concerns. These methods include dual collaboration and layered approaches with several in-house lexicons, to mitigate the hallucination and redundancy in the planning, task identification, and implementation phases. Furthermore, a decoupling approach is also introduced to achieve code generation with better precision.
Games for Artificial Intelligence Research: A Review and Perspectives
Research Institute of Trustworthy Autonomous System, Southern University of Science and Technology (SUSTech)(南方科技大学可信自主系统研究院);Guangdong Provincial Key Laboratory of Brain-inspired Intelligent Computation(广东省类脑智能计算重点实验室);Department of Computer Science and Engineering of SUSTech(南方科技大学计算机科学与工程系);LightSpeed Studios, Tencent(腾讯天美工作室)
To learn good joint policies for multi-agent collaboration with imperfect information remains a fundamental challenge. While for two-player zero-sum games, coordinate-ascent approaches (optimizing one agent's policy at a time, e.g., self-play) work with guarantees, in multi-agent cooperative setting they often converge to sub-optimal Nash equilibrium. On the other hand, directly modeling joint policy changes in imperfect information game is nontrivial due to complicated interplay of policies (e.g., upstream updates affect downstream state reachability). In this paper, we show global changes of…
National University of Singapore(新加坡国立大学);MIT Computer Science and Artificial Intelligence Laboratory(麻省理工学院计算机科学与人工智能实验室);Singapore-MIT GAMBIT Game Lab(新加坡-麻省理工学院GAMBIT游戏实验室)
We apply decision theoretic techniques to construct non-player characters that are able to assist a human player in collaborative games. The method is based on solving Markov decision processes, which can be difficult when the game state is described by many variables. To scale to more complex games, the method allows decomposition of a game task into subtasks, each of which can be modelled by a Markov decision process. Intention recognition is used to infer the subtask that the human is currently performing, allowing the helper to assist the human in performing the correct task. Experiments s…
Institute of Digital Games, University of Malta(马耳他大学数字游戏研究所)
While artificial intelligence has been applied to control players' decisions in board games for over half a century, little attention is given to games with no player competition. Pandemic is an exemplar collaborative board game where all players coordinate to overcome challenges posed by events occurring during the game's progression. This paper proposes an artificial agent which controls all players' actions and balances chances of winning versus risk of losing in this highly stochastic environment. The agent applies a Rolling Horizon Evolutionary Algorithm on an abstraction of the game-stat…
University of Southampton(南安普顿大学);University of Twente(特文特大学)
We present a formal multiagent framework for coordinating a class of collaborative industrial practices called Industrial Symbiotic Networks (ISNs) as cooperative games. The game-theoretic formulation of ISNs enables systematic reasoning about what we call the ISN implementation problem. Specifically, the characteristics of ISNs may lead to the inapplicability of standard fair and stable benefit allocation methods. Inspired by realistic ISN scenarios and following the literature on normative multiagent systems, we consider regulations and normative socio-economic policies as coordination instr…
Massachusetts Institute of Technology(麻省理工学院);University of Amsterdam(阿姆斯特丹大学);Instituto Superior Técnico(高等技术学院)
Efficient collaborative decision making is an important challenge for multiagent systems. Finding optimal joint actions is especially challenging when each agent has only imperfect information about the state of its environment. Such problems can be modeled as collaborative Bayesian games in which each agent receives private information in the form of its type. However, representing and solving such games requires space and computation time exponential in the number of agents. This article introduces collaborative graphical Bayesian games (CGBGs), which facilitate more efficient collaborative …
INESC-ID(里斯本高等理工学院信息系统与计算机工程研究所);Instituto Superior Técnico(里斯本高等理工学院);Universidade de Lisboa(里斯本大学)
Game AI competitions are important to foster research and development on Game AI and AI in general. These competitions supply different challenging problems that can be translated into other contexts, virtual or real. They provide frameworks and tools to facilitate the research on their core topics and provide means for comparing and sharing results. A competition is also a way to motivate new researchers to study these challenges. In this document, we present the Geometry Friends Game AI Competition. Geometry Friends is a two-player cooperative physics-based puzzle platformer computer game. T…
Institute of Digital Games, University of Malta(马耳他大学数字游戏研究所)
Competitive board games have provided a rich and diverse testbed for artificial intelligence. This paper contends that collaborative board games pose a different challenge to artificial intelligence as it must balance short-term risk mitigation with long-term winning strategies. Collaborative board games task all players to coordinate their different powers or pool their resources to overcome an escalating challenge posed by the board and a stochastic ruleset. This paper focuses on the exemplary collaborative board game Pandemic and presents a rolling horizon evolutionary algorithm designed sp…
SK T-Brain;University of California, Berkeley(加州大学伯克利分校);Facebook AI Research(脸书人工智能研究院);Seoul National University(首尔国立大学);Georgia Institute of Technology(佐治亚理工学院)
In this work, we propose a goal-driven collaborative task that combines language, perception, and action. Specifically, we develop a Collaborative image-Drawing game between two agents, called CoDraw. Our game is grounded in a virtual world that contains movable clip art objects. The game involves two players: a Teller and a Drawer. The Teller sees an abstract scene containing multiple clip art pieces in a semantically meaningful configuration, while the Drawer tries to reconstruct the scene on an empty canvas using available clip art pieces. The two players communicate with each other using n…
The intuitive collaboration of humans and intelligent robots (embodied AI) in the real-world is an essential objective for many desirable applications of robotics. Whilst there is much research regarding explicit communication, we focus on how humans and robots interact implicitly, on motor adaptation level. We present a real-world setup of a human-robot collaborative maze game, designed to be non-trivial and only solvable through collaboration, by limiting the actions to rotations of two orthogonal axes, and assigning each axes to one player. This results in neither the human nor the agent be…
We study a collaborative scenario where a user not only instructs a system to complete tasks, but also acts alongside it. This allows the user to adapt to the system abilities by changing their language or deciding to simply accomplish some tasks themselves, and requires the system to effectively recover from errors as the user strategically assigns it new goals. We build a game environment to study this scenario, and learn to map user instructions to system actions. We introduce a learning approach focused on recovery from cascading errors between instructions, and modeling methods to explici…
CollabBench: Benchmarking and Unleashing Collaborative Ability of LLMs with Diverse Players via Proactive Engagement
Shanghai Institute of AI for Education(上海人工智能教育研究院);School of Computer Science(计算机科学学院);East China Normal University(东华大学);Tencent Inc.(腾讯公司);Shanghai Innovation Institute(上海创新研究院)
Task-oriented dialog systems are often trained on human/human dialogs, such as collected from Wizard-of-Oz interfaces. However, human/human corpora are frequently too small for supervised training to be effective. This paper investigates two approaches to training agent-bots and user-bots through self-play, in which they autonomously explore an API environment, discovering communication strategies that enable them to solve the task. We give empirical results for both reinforcement learning and game-theoretic equilibrium finding.
Technological Institute of Aeronautics (ITA)(航空技术学院)
In the naming game, individuals or agents exchange pairwise local information in order to communicate about objects in their common environment. The goal of the game is to reach a consensus about naming these objects. Originally used to investigate language formation and self-organizing vocabularies, we extend the classical naming game with a globally shared memory accessible by all agents. This shared memory can be interpreted as an external source of knowledge like a book or an Internet site. The extended naming game models an environment similar to one that can be found in the context of so…
Cross-modal Affinity-aligned Multimodal Learning Analytics for Predicting Student Collaboration Satisfaction in Game-Based Learning
Institute of Education, National Cheng Kung University(国立成功大学教育研究所);Institute of Intelligent System, National Yang Ming Chiao Tung University(阳明交通大学智能系统研究所);Department of Computer Science, University at Albany, State University of New York(纽约州立大学水牛城分校计算机科学系)
Johns Hopkins University Applied Physics Laboratory(约翰斯·霍普金斯大学应用物理实验室)
In 2021 the Johns Hopkins University Applied Physics Laboratory held an internal challenge to develop artificially intelligent (AI) agents that could excel at the collaborative card game Hanabi. Agents were evaluated on their ability to play with human players whom the agents had never previously encountered. This study details the development of the agent that won the challenge by achieving a human-play average score of 16.5, outperforming the current state-of-the-art for human-bot Hanabi scores. The winning agent's development consisted of observing and accurately modeling the author's decis…
Georgia Institute of Technology(佐治亚理工学院);Monash University(莫纳什大学);Honda Research Institute(本田研究院)
Driving is a social activity: drivers often indicate their intent to change lanes via motion cues. We consider mixed-autonomy traffic where a Human-driven Vehicle (HV) and an Autonomous Vehicle (AV) drive together. We propose a planning framework where the degree to which the AV considers the other agent's reward is controlled by a selfishness factor. We test our approach on a simulated two-lane highway where the AV and HV merge into each other's lanes. In a user study with 21 subjects and 6 different selfishness factors, we found that our planning approach was sound and that both agents had l…
Two main challenges in recommender systems are modeling users with heterogeneous taste, and providing explainable recommendations. In this paper, we propose the neural Attentive Multi-Persona Collaborative Filtering (AMP-CF) model as a unified solution for both problems. AMP-CF breaks down the user to several latent 'personas' (profiles) that identify and discern the different tastes and inclinations of the user. Then, the revealed personas are used to generate and explain the final recommendation list for the user. AMP-CF models users as an attentive mixture of personas, enabling a dynamic us…
Humans have an impressive ability to solve complex coordination problems in a fully distributed manner. This ability, if learned as a set of distributed multirobot coordination strategies, can enable programming large groups of robots to collaborate towards complex coordination objectives in a way similar to humans. Such strategies would offer robustness, adaptability, fault-tolerance, and, importantly, distributed decision-making. To that end, we have designed a networked gaming platform to investigate human group behavior, specifically in solving complex collaborative coordinated tasks. Thro…