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Ahmed Khalifa

Publications and source records attributed to Ahmed Khalifa.

At least 37 records · Page 2Linked to original sources

The Procedural Content Generation Benchmark: An Open-source Testbed for Generative Challenges in Games

This paper introduces the Procedural Content Generation Benchmark for evaluating generative algorithms on different game content creation tasks. The benchmark comes with 12 game-related problems with multiple variants on each problem. Problems vary from creating levels of different kinds to creating rule sets for simple arcade games. Each problem has its own content representation, control parameters, and evaluation metrics for quality, diversity, and controllability. This benchmark is intended as a first step towards a standardized way of comparing generative algorithms. We use the benchmark to score three baseline algorithms: a random generator, an evolution strategy, and a genetic algorithm. Results show that some problems are easier to solve than others, as well as the impact the chosen objective has on quality, diversity, and controllability of the generated artifacts.

cs.AI↗

Quadrotor Manipulation System: Development of a Robust Contact Force Estimation and Impedance Control Scheme Based on DOb and FTRLS

The research on aerial manipulation systems has been increased rapidly in recent years. These systems are very attractive for a wide range of applications due to their unique features. However, dynamics, control and manipulation tasks of such systems are quite challenging because they are naturally unstable, have very fast dynamics, have strong nonlinearities, are very susceptible to parameters variations due to carrying a payload besides the external disturbances, and have complex inverse kinematics. In addition, the manipulation tasks require estimating (applying) a certain force of (at) the end-effector as well as the accurate positioning of it. Thus, in this article, a robust force estimation and impedance control scheme is proposed to address these issues. The robustness is achieved based on the Disturbance Observer (DOb) technique. Then, a tracking and performance low computational linear controller is used. For teleoperation purpose, the contact force needs to be identified. However, the current developed techniques for force estimation have limitations because they are based on ignoring some dynamics and/or requiring of an indicator of the environment contact. Unlike these techniques, we propose a technique based on linearization capabilities of DOb and a Fast Tracking Recursive Least Squares (FTRLS) algorithm. The complex inverse kinematics problem of such a system is solved by a Jacobin based algorithm. The stability analysis of the proposed scheme is presented. The algorithm is tested to achieve tracking of task space reference trajectories besides the impedance control. The efficiency of the proposed technique is enlightened via numerical simulation.

cs.RO↗

Affectively Framework: Towards Human-like Affect-Based Agents

Game environments offer a unique opportunity for training virtual agents due to their interactive nature, which provides diverse play traces and affect labels. Despite their potential, no reinforcement learning framework incorporates human affect models as part of their observation space or reward mechanism. To address this, we present the \emph{Affectively Framework}, a set of Open-AI Gym environments that integrate affect as part of the observation space. This paper introduces the framework and its three game environments and provides baseline experiments to validate its effectiveness and potential.

cs.AI↗

Closing the Affective Loop via Experience-Driven Reinforcement Learning Designers

Autonomously tailoring content to a set of predetermined affective patterns has long been considered the holy grail of affect-aware human-computer interaction at large. The experience-driven procedural content generation framework realises this vision by searching for content that elicits a certain experience pattern to a user. In this paper, we propose a novel reinforcement learning (RL) framework for generating affect-tailored content, and we test it in the domain of racing games. Specifically, the experience-driven RL (EDRL) framework is given a target arousal trace, and it then generates a racetrack that elicits the desired affective responses for a particular type of player. EDRL leverages a reward function that assesses the affective pattern of any generated racetrack from a corpus of arousal traces. Our findings suggest that EDRL can accurately generate affect-driven racing game levels according to a designer's style and outperforms search-based methods for personalised content generation. The method is not only directly applicable to game content generation tasks but also employable broadly to any domain that uses content for affective adaptation.

cs.HC↗

Dirac spin liquid in quantum dipole arrays

We predict that the gapless $U(1)$ Dirac spin liquid naturally emerges in a two-dimensional array of quantum dipoles. In particular, we demonstrate that the dipolar XY model$\unicode{x2014}$realized in both Rydberg atom arrays and ultracold polar molecules$\unicode{x2014}$hosts a quantum spin liquid ground state on the kagome lattice. Large-scale density matrix renormalization group calculations indicate that this spin liquid exhibits signatures of gapless, linearly-dispersing spinons, consistent with the $U(1)$ Dirac spin liquid. We identify a route to adiabatic preparation via staggered on-site fields and demonstrate that this approach can prepare cold spin liquids within experimentally realistic time-scales. Finally, we propose a number of novel signatures of the Dirac spin liquid tailored to near-term quantum simulators, including termination-dependent edge modes and the Friedel response to a local perturbation.

cond-mat.str-el↗

Evolutionary Machine Learning and Games

Evolutionary machine learning (EML) has been applied to games in multiple ways, and for multiple different purposes. Importantly, AI research in games is not only about playing games; it is also about generating game content, modeling players, and many other applications. Many of these applications pose interesting problems for EML. We will structure this chapter on EML for games based on whether evolution is used to augment machine learning (ML) or ML is used to augment evolution. For completeness, we also briefly discuss the usage of ML and evolution separately in games.

cs.NE↗

A Preliminary Study on a Conceptual Game Feature Generation and Recommendation System

This paper introduces a system used to generate game feature suggestions based on a text prompt. Trained on the game descriptions of almost 60k games, it uses the word embeddings of a small GLoVe model to extract features and entities found in thematically similar games which are then passed through a generator model to generate new features for a user's prompt. We perform a short user study comparing the features generated from a fine-tuned GPT-2 model, a model using the ConceptNet, and human-authored game features. Although human suggestions won the overall majority of votes, the GPT-2 model outperformed the human suggestions in certain games. This system is part of a larger game design assistant tool that is able to collaborate with users at a conceptual level.

cs.IR↗

Lode Enhancer: Level Co-creation Through Scaling

We explore AI-powered upscaling as a design assistance tool in the context of creating 2D game levels. Deep neural networks are used to upscale artificially downscaled patches of levels from the puzzle platformer game Lode Runner. The trained networks are incorporated into a web-based editor, where the user can create and edit levels at three different levels of resolution: 4x4, 8x8, and 16x16. An edit at any resolution instantly transfers to the other resolutions. As upscaling requires inventing features that might not be present at lower resolutions, we train neural networks to reproduce these features. We introduce a neural network architecture that is capable of not only learning upscaling but also giving higher priority to less frequent tiles. To investigate the potential of this tool and guide further development, we conduct a qualitative study with 3 designers to understand how they use it. Designers enjoyed co-designing with the tool, liked its underlying concept, and provided feedback for further improvement.

cs.LG↗

Lode Encoder: AI-constrained co-creativity

We present Lode Encoder, a gamified mixed-initiative level creation system for the classic platform-puzzle game Lode Runner. The system is built around several autoencoders which are trained on sets of Lode Runner levels. When fed with the user's design, each autoencoder produces a version of that design which is closer in style to the levels that it was trained on. The Lode Encoder interface allows the user to build and edit levels through 'painting' from the suggestions provided by the autoencoders. Crucially, in order to encourage designers to explore new possibilities, the system does not include more traditional editing tools. We report on the system design and training procedure, as well as on the evolution of the system itself and user tests.

cs.LG↗

Controllable Path of Destruction

Path of Destruction (PoD) is a self-supervised method for learning iterative generators. The core idea is to produce a training set by destroying a set of artifacts, and for each destructive step create a training instance based on the corresponding repair action. A generator trained on this dataset can then generate new artifacts by repairing from arbitrary states. The PoD method is very data-efficient in terms of original training examples and well-suited to functional artifacts composed of categorical data, such as game levels and discrete 3D structures. In this paper, we extend the Path of Destruction method to allow designer control over aspects of the generated artifacts. Controllability is introduced by adding conditional inputs to the state-action pairs that make up the repair trajectories. We test the controllable PoD method in a 2D dungeon setting, as well as in the domain of small 3D Lego cars.

cs.AI↗

Lattice Model For The Quantum Anomalous Hall Effect in Moiré Graphene

Inspired by experiments on magic angle twisted bilayer graphene, we present a lattice mean-field model for the quantum anomalous Hall effect in a moiré setting. Our hopping model thus provides a simple route to a moiré Chern insulator in commensurately twisted models. We present a study of our model in the ribbon geometry, in which we demonstrate the presence of thick chiral edge states that have a transverse localization that scales with the moiré lattice spacing. We also study the electronic structure of a domain wall between opposite Chern insulators. Our model and results are relevant to experiments that will image or manipulate the moiré quantum anomalous Hall edge states.

cond-mat.mes-hall↗

Baba is Y'all 2.0: Design and Investigation of a Collaborative Mixed-Initiative System

This paper describes a new version of the mixed-initiative collaborative level designing system: Baba is Y'all, as well as the results of a user study on the system. Baba is Y'all is a prototype for AI-assisted game design in collaboration with others. The updated version includes a more user-friendly interface, a better level-evolver and recommendation system, and extended site features. The system was evaluated via a user study where participants were required to play a previously submitted level from the site and then create their own levels using the editor. They reported on their individual process creating the level and their overall experience interacting with the site. The results have shown both the benefits and limitations of this mixed-initiative system and how it can help with creating a diversity of `Baba is You' levels that are both human and AI designed while maintaining their quality.

cs.HC↗

Path of Destruction: Learning an Iterative Level Generator Using a Small Dataset

We propose a new procedural content generation method which learns iterative level generators from a dataset of existing levels. The Path of Destruction method, as we call it, views level generation as repair; levels are created by iteratively repairing from a random starting level. The first step is to generate an artificial dataset from the original set of levels by introducing many different sequences of mutations to existing levels. In the generated dataset, features are observations of destroyed levels and targets are the specific actions that repair the mutated tile in the middle of the observations. Using this dataset, a convolutional network is trained to map from observations to their respective appropriate repair actions. The trained network is then used to iteratively produce levels from random starting maps. We demonstrate this method by applying it to generate unique and playable tile-based levels for several 2D games (Zelda, Danger Dave, and Sokoban) and vary key hyperparameters.

cs.LG↗

Play with Emotion: Affect-Driven Reinforcement Learning

This paper introduces a paradigm shift by viewing the task of affect modeling as a reinforcement learning (RL) process. According to the proposed paradigm, RL agents learn a policy (i.e. affective interaction) by attempting to maximize a set of rewards (i.e. behavioral and affective patterns) via their experience with their environment (i.e. context). Our hypothesis is that RL is an effective paradigm for interweaving affect elicitation and manifestation with behavioral and affective demonstrations. Importantly, our second hypothesis-building on Damasio's somatic marker hypothesis-is that emotion can be the facilitator of decision-making. We test our hypotheses in a racing game by training Go-Blend agents to model human demonstrations of arousal and behavior; Go-Blend is a modified version of the Go-Explore algorithm which has recently showcased supreme performance in hard exploration tasks. We first vary the arousal-based reward function and observe agents that can effectively display a palette of affect and behavioral patterns according to the specified reward. Then we use arousal-based state selection mechanisms in order to bias the strategies that Go-Blend explores. Our findings suggest that Go-Blend not only is an efficient affect modeling paradigm but, more importantly, affect-driven RL improves exploration and yields higher performing agents, validating Damasio's hypothesis in the domain of games.

cs.LG↗

Generative Personas That Behave and Experience Like Humans

Using artificial intelligence (AI) to automatically test a game remains a critical challenge for the development of richer and more complex game worlds and for the advancement of AI at large. One of the most promising methods for achieving that long-standing goal is the use of generative AI agents, namely procedural personas, that attempt to imitate particular playing behaviors which are represented as rules, rewards, or human demonstrations. All research efforts for building those generative agents, however, have focused solely on playing behavior which is arguably a narrow perspective of what a player actually does in a game. Motivated by this gap in the existing state of the art, in this paper we extend the notion of behavioral procedural personas to cater for player experience, thus examining generative agents that can both behave and experience their game as humans would. For that purpose, we employ the Go-Explore reinforcement learning paradigm for training human-like procedural personas, and we test our method on behavior and experience demonstrations of more than 100 players of a racing game. Our findings suggest that the generated agents exhibit distinctive play styles and experience responses of the human personas they were designed to imitate. Importantly, it also appears that experience, which is tied to playing behavior, can be a highly informative driver for better behavioral exploration.

cs.AI↗

Mutation Models: Learning to Generate Levels by Imitating Evolution

Search-based procedural content generation (PCG) is a well-known method for level generation in games. Its key advantage is that it is generic and able to satisfy functional constraints. However, due to the heavy computational costs to run these algorithms online, search-based PCG is rarely utilized for real-time generation. In this paper, we introduce mutation models, a new type of iterative level generator based on machine learning. We train a model to imitate the evolutionary process and use the trained model to generate levels. This trained model is able to modify noisy levels sequentially to create better levels without the need for a fitness function during inference. We evaluate our trained models on a 2D maze generation task. We compare several different versions of the method: training the models either at the end of evolution (normal evolution) or every 100 generations (assisted evolution) and using the model as a mutation function during evolution. Using the assisted evolution process, the final trained models are able to generate mazes with a success rate of 99% and high diversity of 86%. The trained model is many times faster than the evolutionary process it was trained on. This work opens the door to a new way of learning level generators guided by an evolutionary process, meaning automatic creation of generators with specifiable constraints and objectives that are fast enough for runtime deployment in games.

cs.AI↗

Mech-Elites: Illuminating the Mechanic Space of GVGAI

This paper introduces a fully automatic method of mechanic illumination for general video game level generation. Using the Constrained MAP-Elites algorithm and the GVG-AI framework, this system generates the simplest tile based levels that contain specific sets of game mechanics and also satisfy playability constraints. We apply this method to illuminate mechanic space for $4$ different games in GVG-AI: Zelda, Solarfox, Plants, and RealPortals.

cs.AI↗

Absence of Edge States in The Valley Chern Insulator in Moiré Graphene

We study the edge spectrum of twisted sheets of single layer and bilayer graphene in cases where the continuum model predicts a valley Chern insulator -- an insulating state in which the occupied moiré mini-bands from each valley have a net Chern number, but both valleys together have no net Chern number, as required by time reversal symmetry. In a simple picture, such a state might be expected to have chiral valley polarized counter-propagating edge states. We present results from exact diagonalization of the tight-binding model of commensurate structures in the ribbon geometry. We find that for both the single-layer and bilayer moiré ribbons robust edge modes are generically absent. We attribute this lack of edge modes to the fact that the edge induces valley mixing. Further, even in the bulk, a sharp distinction between the valley Chern insulator and a trivial insulator requires an exact $C_3$ symmetry.

cond-mat.mes-hall↗