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Shyam Sudhakaran

dblp:232/1824 · DBLP profile ↗
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4ranked-venue papers
1as first author
4since 2021 · last 2025
0009-0008-4658-903XORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 4 · 1 first-author · 4 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
2 papers
Generative modeling · 50% Language models and text generation · 50%
Human-computer interaction and pervasive computing
1 paper
Games and playful interaction · 100%

Topics — the 6 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Natural language and speech › Language models and text generation
fine-tuned language models
0.712023
MarioGPT: Open-Ended Text2Level Generation through Large Language Models · NeurIPS 2023
Natural language and speech › Language models and text generation
large language model
0.712023
MarioGPT: Open-Ended Text2Level Generation through Large Language Models · NeurIPS 2023
Games and playful interaction › game AI
procedural content generation
0.712023
MarioGPT: Open-Ended Text2Level Generation through Large Language Models · NeurIPS 2023
Machine learning › Generative modeling
neural cellular automata
0.612022
Variational Neural Cellular Automata · ICLR 2022
Machine learning › Generative modeling
variational autoencoder
0.612022
Variational Neural Cellular Automata · ICLR 2022
Machine learning › Generative modeling
autoregressive model
0.212023
MarioGPT: Open-Ended Text2Level Generation through Large Language Models · NeurIPS 2023

Methods — techniques the papers use, named apart from their topics

novelty search · 1.3fine-tuning · 1.3variational inference · 0.6
YearPublicationVenuePosition
2025 Human-Like Bots for Tactical Shooters Using Compute-Efficient Sensors
abstract
Artificial intelligence (AI) has enabled agents to master complex video games, from first-person shooters likeCounter-Striketo real-time strategy games such asStarCraft IIand racing games likeGran Turismo. While these achievements are notable, applying these AI methods in commercial video game production remains challenging due to computational constraints. In commercial scenarios, the majority of computational resources are allocated to 3D rendering, leaving limited capacity for AI methods, which often demand high computational power, particularly those relying on pixel-based sensors. Moreover, the gaming industry prioritizes creating human-like behavior in AI agents to enhance player experience, unlike academic models that focus on maximizing game performance. This paper introduces a novel methodology for training neural networks via imitation learning to play a complex, commercial-standard, VALORANT-like 2v2 tactical shooter game, requiring only modest CPU hardware during inference. Our approach leverages an innovative, pixel-free perception architecture using a small set of ray-cast sensors, which capture essential spatial information efficiently. These sensors allow AI to perform competently without the computational overhead of traditional methods. Models are trained to mimic human behavior using supervised learning on human trajectory data, resulting in realistic and engaging AI agents. Human evaluation tests confirm that our AI agents provide human-like gameplay experiences while operating efficiently under computational constraints. This offers a significant advancement in AI model development for tactical shooter games and possibly other genres.
Niels Justesen, Maria Kaselimi, Sam Snodgrass, Miruna Vozaru, Matthew Schlegel, Jonas Wingren, Gabriella A. B. Barros, Tobias Mahlmann, Shyam Sudhakaran, Wesley Kerr, Albert Wang 0005, Christoffer Holmgård, Georgios N. Yannakakis, Sebastian Risi, Julian Togelius
IEEE Trans. Games9
2024 Generative Design through Quality-Diversity Data Synthesis and Language Models
abstract
Two fundamental challenges face generative models in engineering applications: the acquisition of high-performing, diverse datasets, and the adherence to precise constraints in generated designs. We propose a novel approach combining optimization, constraint satisfaction, and language models to tackle these challenges in architectural design. Our method uses Quality-Diversity (QD) to generate a diverse, high-performing dataset. We then fine-tune a language model with this dataset to generate high-level designs. These designs are then refined into detailed, constraint-compliant layouts using the Wave Function Collapse algorithm. Our system demonstrates reliable adherence to textual guidance, enabling the generation of layouts with targeted architectural and performance features. Crucially, our results indicate that data synthesized through the evolutionary search of QD not only improves overall model performance but is essential for the model's ability to closely adhere to textual guidance. This improvement underscores the pivotal role evolutionary computation can play in creating the datasets key to training generative models for design. Web article at https://tilegpt.github.io
Adam Gaier, James Stoddart, Lorenzo Villaggi, Shyam Sudhakaran
GECCO4
2023 MarioGPT: Open-Ended Text2Level Generation through Large Language Models
abstract
Procedural Content Generation (PCG) is a technique to generate complex and diverse environments in an automated way. However, while generating content with PCG methods is often straightforward, generating meaningful content that reflects specific intentions and constraints remains challenging. Furthermore, many PCG algorithms lack the ability to generate content in an open-ended manner. Recently, Large Language Models (LLMs) have shown to be incredibly effective in many diverse domains. These trained LLMs can be fine-tuned, re-using information and accelerating training for new tasks. Here, we introduce MarioGPT, a fine-tuned GPT2 model trained to generate tile-based game levels, in our case Super Mario Bros levels. MarioGPT can not only generate diverse levels, but can be text-prompted for controllable level generation, addressing one of the key challenges of current PCG techniques. As far as we know, MarioGPT is the first text-to-level model and combined with novelty search it enables the generation of diverse levels with varying play-style dynamics (i.e. player paths) and the open-ended discovery of an increasingly diverse range of content. Code available at https://github.com/shyamsn97/mario-gpt.
Shyam Sudhakaran, Miguel González Duque, Matthias Freiberger, Claire Glanois, Elias Najarro, Sebastian Risi
NeurIPS1
2022 Variational Neural Cellular Automata
Rasmus Berg Palm, Miguel González Duque, Shyam Sudhakaran, Sebastian Risi
ICLR3