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In this paper, we present a method for automated persona-driven video game tutorial level generation. Tutorial levels are scenarios in which the player can explore and discover different rules and game mechanics. Procedural personas can…
Procedural Content Generation (PCG) methods are valuable tools to speed up the game development process. Moreover, PCG may also present in games as features, such as the procedural dungeon generation (PDG) in Moonlighter (Digital Sun,…
Designers increasingly rely on procedural generation for automatic generation of content in various industries. These techniques require extensive knowledge of the desired content, and about how to actually implement such procedural…
Mixed-initiative Procedural Content Generation (PCG) refers to tools or systems in which a human designer works with an algorithm to produce game content. This area of research remains relatively under-explored, with the majority of…
Electronic quizzes are used extensively for summative and formative assessment. Current Learning Management Systems (LMS) allow instructors to create quizzes through a Graphical User Interface. Despite having a smooth learning curve,…
Levels are a key component of many different video games, and a large body of work has been produced on how to procedurally generate game levels. Recently, Machine Learning techniques have been applied to video game level generation towards…
The emergence of generative models enables the creation of texts and images tailored to users' preferences. Existing personalized generative models have two critical limitations: lacking a dedicated paradigm for accurate preference…
We introduce the Chronicle Challenge as an optional addition to the Settlement Generation Challenge in Minecraft. One of the foci of the overall competition is adaptive procedural content generation (PCG), an arguably under-explored problem…
This study addresses the challenge that generative models struggle to balance flexibility, stability, and controllability in complex interactive scenarios. It proposes a controllable generation framework for dynamic interactive content…
In this paper, a new offline actor-critic learning algorithm is introduced: Sampled Policy Gradient (SPG). SPG samples in the action space to calculate an approximated policy gradient by using the critic to evaluate the samples. This…
Generative adversarial networks (GANs) are quickly becoming a ubiquitous approach to procedurally generating video game levels. While GAN generated levels are stylistically similar to human-authored examples, human designers often want to…
Urban areas, as the primary human habitat in modern civilization, accommodate a broad spectrum of social activities. With the surge of embodied intelligence, recent years have witnessed an increasing presence of physical agents in urban…
Quality-diversity (QD) algorithms search for a set of good solutions which cover a space as defined by behavior metrics. This simultaneous focus on quality and diversity with explicit metrics sets QD algorithms apart from standard single-…
Procedural content generation (PCG) concerns all sorts of algorithms and tools which automatically produce game content, without requiring manual authoring by game artists. Besides generating com-plex static meshes, the PCG core usually…
Procedural Content Generation (PCG) is powerful in creating high-quality 3D contents, yet controlling it to produce desired shapes is difficult and often requires extensive parameter tuning. Inverse Procedural Content Generation aims to…
Many advancements have been made in procedural content generation for games, and with mixed-initiative co-creativity, have the potential for great benefits to human designers. However, co-creative systems for game generation are typically…
Applying latent variable evolution to game level design has become more and more popular as little human expert knowledge is required. However, defective levels with illegal patterns may be generated due to the violation of constraints for…
Autonomous driving technology has five levels, from L0 to L5. Currently, only the L2 level (partial automation) can be achieved, and there is a long way to go before reaching the final level of L5 (full automation). The key to crossing…
Temporal action localization in videos presents significant challenges in the field of computer vision. While the boundary-sensitive method has been widely adopted, its limitations include incomplete use of intermediate and global…
The surge in popularity of large language models (LLMs) has opened doors for new approaches to the creation of interactive agents. However, managing and interpreting the temporal behavior of such agents over the course of a potentially…