Increasing generality in machine learning through procedural content generation

S Risi, J Togelius - Nature Machine Intelligence, 2020 - nature.com
Procedural content generation (PCG) refers to the practice of generating game content, such
as levels, quests or characters, algorithmically. Motivated by the need to make games …

Continual learning in task-oriented dialogue systems

A Madotto, Z Lin, Z Zhou, S Moon, P Crook… - arXiv preprint arXiv …, 2020 - arxiv.org
Continual learning in task-oriented dialogue systems can allow us to add new domains and
functionalities through time without incurring the high cost of a whole system retraining. In …

Multi-party chat: Conversational agents in group settings with humans and models

J Wei, K Shuster, A Szlam, J Weston, J Urbanek… - arXiv preprint arXiv …, 2023 - arxiv.org
Current dialogue research primarily studies pairwise (two-party) conversations, and does
not address the everyday setting where more than two speakers converse together. In this …

Visual language navigation: A survey and open challenges

SM Park, YG Kim - Artificial Intelligence Review, 2023 - Springer
With the recent development of deep learning, AI models are widely used in various
domains. AI models show good performance for definite tasks such as image classification …

Bringing stories alive: Generating interactive fiction worlds

P Ammanabrolu, W Cheung, D Tu, W Broniec… - Proceedings of the AAAI …, 2020 - aaai.org
Interactive fictions—also called text-based games—are games in which a player interacts
with a virtual world purely through textual natural language. In this work, we focus on …

Toward automated quest generation in text-adventure games

P Ammanabrolu, W Broniec, A Mueller, J Paul… - arXiv preprint arXiv …, 2019 - arxiv.org
Interactive fictions, or text-adventures, are games in which a player interacts with a world
entirely through textual descriptions and text actions. Text-adventure games are typically …

Ontologically faithful generation of non-player character dialogues

N Weir, R Thomas, R D'Amore, K Hill… - arXiv preprint arXiv …, 2022 - arxiv.org
We introduce a language generation task grounded in a popular video game environment.
KNUDGE (KNowledge Constrained User-NPC Dialogue GEneration) requires models to …

A systematic survey of text worlds as embodied natural language environments

PA Jansen - arXiv preprint arXiv:2107.04132, 2021 - arxiv.org
Text Worlds are virtual environments for embodied agents that, unlike 2D or 3D
environments, are rendered exclusively using textual descriptions. These environments offer …

[PDF][PDF] Spinning Coherent Interactive Fiction through Foundation Model Prompts.

A Calderwood, N Wardrip-Fruin, M Mateas - ICCC, 2022 - computationalcreativity.net
We present Spindle, a mixed initiative tool for authoring choice-based interactive fiction that
targets Twine, a popular framework for text-based storygames. Twine artifacts have …

Dungeons and dragons as a dialog challenge for artificial intelligence

C Callison-Burch, GS Tomar, LJ Martin… - arXiv preprint arXiv …, 2022 - arxiv.org
AI researchers have posited Dungeons and Dragons (D&D) as a challenge problem to test
systems on various language-related capabilities. In this paper, we frame D&D specifically …