activity
20172026
most citedIlluminating Generalization in Deep Reinforcement Learning through Procedural Level Generation

114 citations · 133 across the 10 of their papers we have counts for

collaborators

16 papers

cs.LG2026

torchtune: PyTorch native post-training library

Mark Obozov, Maxime Griot, Joseph Cummings +8

Modern LLMs typically require multistage training pipelines to achieve strong downstream performance, with post-training serving as the main interface for adapting open-weight mode…

cs.AI2025

GVGAI-LLM: Evaluating Large Language Model Agents with Infinite Games

Yuchen Li, Cong Lin, Muhammad Umair Nasir +3

We introduce GVGAI-LLM, a video game benchmark for evaluating the reasoning and problem-solving capabilities of large language models (LLMs). Built on the General Video Game AI fra…

cs.CL2025

Dialect Normalization using Large Language Models and Morphological Rules

Antonios Dimakis, John Pavlopoulos, Antonios Anastasopoulos

Natural language understanding systems struggle with low-resource languages, including many dialects of high-resource ones. Dialect-to-standard normalization attempts to tackle thi…

cs.CL2024★ 1 cited

When Every Token Counts: Optimal Segmentation for Low-Resource Language Models

Bharath Raj, Garvit Suri, Vikrant Dewangan +1

Traditional greedy tokenization methods have been a critical step in Natural Language Processing (NLP), influencing how text is converted into tokens and directly impacting model p…

cs.AI2024

The Llama 3 Herd of Models

Aaron Grattafiori, Abhimanyu Dubey, Abhinav Jauhri +556

Modern artificial intelligence (AI) systems are powered by foundation models. This paper presents a new set of foundation models, called Llama 3. It is a herd of language models th…

cs.LG2021★ 2 cited

Learning Controllable Content Generators

Sam Earle, Maria Edwards, Ahmed Khalifa +2

It has recently been shown that reinforcement learning can be used to train generators capable of producing high-quality game levels, with quality defined in terms of some user-spe…

cs.AI2021

Game Mechanic Alignment Theory and Discovery

Michael Cerny Green, Ahmed Khalifa, Philip Bontrager +2

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. By disentangling p…

cs.AI2020

Learning to Generate Levels From Nothing

Philip Bontrager, Julian Togelius

Machine learning for procedural content generation has recently become an active area of research. Levels vary in both form and function and are mostly unrelated to each other acro…

cs.LG2020★ 9 cited

Rotation, Translation, and Cropping for Zero-Shot Generalization

Chang Ye, Ahmed Khalifa, Philip Bontrager +1

Deep Reinforcement Learning (DRL) has shown impressive performance on domains with visual inputs, in particular various games. However, the agent is usually trained on a fixed envi…

cs.LG2020

PCGRL: Procedural Content Generation via Reinforcement Learning

Ahmed Khalifa, Philip Bontrager, Sam Earle +1

We investigate how reinforcement learning can be used to train level-designing agents. This represents a new approach to procedural content generation in games, where level design…

cs.LG2019

Superstition in the Network: Deep Reinforcement Learning Plays Deceptive Games

Philip Bontrager, Ahmed Khalifa, Damien Anderson +3

Deep reinforcement learning has learned to play many games well, but failed on others. To better characterize the modes and reasons of failure of deep reinforcement learners, we te…

cs.LG2018

Deep Reinforcement Learning for General Video Game AI

Ruben Rodriguez Torrado, Philip Bontrager, Julian Togelius +2

The General Video Game AI (GVGAI) competition and its associated software framework provides a way of benchmarking AI algorithms on a large number of games written in a domain-spec…

cs.LG2018★ 114 cited

Illuminating Generalization in Deep Reinforcement Learning through Procedural Level Generation

Niels Justesen, Ruben Rodriguez Torrado, Philip Bontrager +3

Deep reinforcement learning (RL) has shown impressive results in a variety of domains, learning directly from high-dimensional sensory streams. However, when neural networks are tr…

cs.NE2018

Deep Interactive Evolution

Philip Bontrager, Wending Lin, Julian Togelius +1

This paper describes an approach that combines generative adversarial networks (GANs) with interactive evolutionary computation (IEC). While GANs can be trained to produce lifelike…

cs.AI2017

Deep Learning for Video Game Playing

Niels Justesen, Philip Bontrager, Julian Togelius +1

In this article, we review recent Deep Learning advances in the context of how they have been applied to play different types of video games such as first-person shooters, arcade g…

cs.CV2017★ 7 cited

DeepMasterPrints: Generating MasterPrints for Dictionary Attacks via Latent Variable Evolution

Philip Bontrager, Aditi Roy, Julian Togelius +2

Recent research has demonstrated the vulnerability of fingerprint recognition systems to dictionary attacks based on MasterPrints. MasterPrints are real or synthetic fingerprints t…