Fly, Fail, Fix: Iterative Game Repair with Reinforcement Learning and Large Multimodal Models

Game design hinges on understanding how static rules and content translate into dynamic player behavior---something modern generative systems that inspect only a game's code or assets struggle to capture. We present an automated design iteration framework that closes this gap by pairing a reinforcement learning (RL) agent, which playtests the game, with a large multimodal model (LMM), which revises the game based on what the agent does. In each loop the RL player completes several episodes, producing
(i)~numerical play metrics and/or 

Brent Keeth

Brent presently serves as a Distinguished Research Scientist within the NVIDIA Circuits Research Group. He focuses primarily on low energy, high bandwidth memory integration into future AI systems. 

Assessing Learned Models for Phase-only Hologram Compression

We evaluate the performance of four common learned models utilizing INR and VAE structures for compressing phase-only holograms in holographic displays. The evaluated models include a vanilla MLP, SIREN [Sitzmann et al. 2020], and FilmSIREN [Chan et al.

Jerome Gonthier

Jerome got his PhD in theoretical chemistry from EPFL (Lausanne, Switzerland) in 2013. He then moved to the US for a first post-doctoral appointment at GeorgiaTech, and then a second one at UC Berkeley starting in 2016. During this time, he worked to develop methods to better understand intermolecular interactions from first principles. In 2019, he moved to the quantum computing industry, working at Zapata Computing in the professional services organization to help industry customers understand the potential impact of quantum computers for chemistry simulations.