Related papers: Lattices generated by Chip Firing Game models: cri…
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The prototyping of computer games, particularly card games, requires extensive human effort in creative ideation and gameplay evaluation. Recent advances in Large Language Models (LLMs) offer opportunities to automate and streamline these…
In this paper, we completely classify the isomorphism classes of certain lattices $L_A(C)$ and $L_B(C)$ from a self-orthogonal code $C$ over the finite field $\mathbb{F}_p$, where $p$ is an odd prime. These lattices are obtained by…
This study presents a novel algorithm based on graph theory for the precise segmentation and measurement of detonation cells from 3D pressure traces, termed detonation lattices, addressing the limitations of manual and primitive 2D edge…
In computer games, traditional procedural terrain generation relies on a grid of vertices, with each point representing terrain elevation. For each square in the grid, two triangles are created by connecting fixed vertex indices, resulting…
Procedural content generation (PCG) has recently become one of the hottest topics in computational intelligence and AI game researches. Among a variety of PCG techniques, search-based approaches overwhelmingly dominate PCG development at…
The optimization version of the Unique Label Cover problem is at the heart of the Unique Games Conjecture which has played an important role in the proof of several tight inapproximability results. In recent years, this problem has been…
Procedural Content Generation via Reinforcement Learning (PCGRL) offers a method for training controllable level designer agents without the need for human datasets, using metrics that serve as proxies for level quality as rewards. Existing…
This article builds on Thurston's height functions. His tiling algorithm is reinterpreted using lattice theory and then generalized in order to generate any tiling of a hole-free region. Combined with a natural encoding of tilings by words,…
In many multiagent scenarios, agents distribute resources, such as time or energy, among several tasks. Having completed their tasks and generated profits, task payoffs must be divided among the agents in some reasonable manner. Cooperative…
This survey explores Procedural Content Generation via Machine Learning (PCGML), defined as the generation of game content using machine learning models trained on existing content. As the importance of PCG for game development increases,…
In this article we present the idea of clique ceiling numbers of the vertices of a given graph that has a universal vertex. We follow up with a polynomial-time algorithm to compute an upper bound for the clique number of such a graph using…
Classifier-Free Guidance (CFG) has recently emerged in text-to-image generation as a lightweight technique to encourage prompt-adherence in generations. In this work, we demonstrate that CFG can be used broadly as an inference-time…
The parallel chip-firing game is a periodic automaton on graphs in which vertices "fire" chips to their neighbors. In 1989, Bitar conjectured that the period of a parallel chip-firing game with n vertices is at most n. Though this…
In this expository article intended to be accessible to undergraduate students we introduce a finite abelian group that can be associated to any finite connected graph. This group can be defined in an elementary combinatorial way in terms…
The article provides a solution algorithm for the linear programming problem (LPP) with the latter being presented as an antagonistic matrix game so the game's further solution is based on the iterative method. The algorithm is presented as…
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.…
We introduce a new type of graphical model called a "cumulative distribution network" (CDN), which expresses a joint cumulative distribution as a product of local functions. Each local function can be viewed as providing evidence about…
We consider a variation of Construction A of lattices from linear codes based on two classes of number fields, totally real and CM Galois number fields. We propose a generic construction with explicit generator and Gram matrices, then focus…
Classifier-Free Guidance (CFG) is a widely used technique for improving conditional diffusion models by linearly combining the outputs of conditional and unconditional denoisers. While CFG enhances visual quality and improves alignment with…