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Tabletop roleplaying games (TTRPGs) and procedural content generators can both be understood as systems of rules for producing content. In this paper, we argue that TTRPG design can usefully be viewed as procedural content generator design.…
An increasingly common area of study in procedural content generation is the creation of level segments: short pieces that can be used to form larger levels. Previous work has used basic concatenation to form these larger levels. However,…
In computer animation, game design, and human-computer interaction, synthesizing human motion that aligns with user intent remains a significant challenge. Existing methods have notable limitations: textual approaches offer high-level…
With increasing interest in procedural content generation by academia and game developers alike, it is vital that different approaches can be compared fairly. However, evaluating procedurally generated video game levels is often difficult,…
Developing comprehensive explicit world models is crucial for understanding and simulating real-world scenarios. Recently, Procedural Controllable Generation (PCG) has gained significant attention in large-scale scene generation by enabling…
We present a new approach ARLPCG: Adversarial Reinforcement Learning for Procedural Content Generation, which procedurally generates and tests previously unseen environments with an auxiliary input as a control variable. Training RL agents…
This work introduces World-GAN, the first method to perform data-driven Procedural Content Generation via Machine Learning in Minecraft from a single example. Based on a 3D Generative Adversarial Network (GAN) architecture, we are able to…
The automatic generation of game tutorials is a challenging AI problem. While it is possible to generate annotations and instructions that explain to the player how the game is played, this paper focuses on generating a gameplay experience…
Personalized generation paradigms empower designers to customize visual intellectual properties with the help of textual descriptions by tuning or adapting pre-trained text-to-image models on a few images. Recent works explore approaches…
Procedural Content Generation (PCG) algorithms enable the automatic generation of complex and diverse artifacts. However, they don't provide high-level control over the generated content and typically require domain expertise. In contrast,…
Recently, procedural content generation has exhibited considerable advancements in the domain of 2D game level generation such as Super Mario Bros. and Sokoban through large language models (LLMs). To further validate the capabilities of…
In this article, we present an experimental approach to using parameterized Generative Adversarial Networks (GANs) to produce levels for the puzzle game Lily's Garden. We extract two condition vectors from the real levels in an effort to…
This project proposes and compares a new way to optimise Super Mario Bros. (SMB) environment where the control is in hand of two approaches, namely, Genetic Algorithm (MarioGA) and NeuroEvolution (MarioNE). Not only we learn playing SMB…
Large pre-trained vision language models (VLMs) have shown impressive zero-shot ability on downstream tasks with manually designed prompt. To further adapt VLMs to downstream tasks, soft prompt is proposed to replace manually designed…
Reinforcement learning is essential for neural architecture search and hyperparameter optimization, but the conventional approaches impede widespread use due to prohibitive time and computational costs. Inspired by DeepSeek-V3 multi-token…
Procedural terrain generation for video games has been traditionally been done with smartly designed but handcrafted algorithms that generate heightmaps. We propose a first step toward the learning and synthesis of these using recent…
Results from a triple-blind mixed-method user study into the effectiveness of mixed-initiative tools for the procedural generation of game levels are presented. A tool which generates levels using interactive evolutionary optimisation was…
We introduce the General Video Game Rule Generation problem, and the eponymous software framework which will be used in a new track of the General Video Game AI (GVGAI) competition. The problem is, given a game level as input, to generate…
Mathematical problem generation (MPG) is a significant research direction in the field of intelligent education. In recent years, the rapid development of large language models (LLMs) has enabled new technological approaches to…
Recent advances in large language models (LLMs) enable compelling story generation, but connecting narrative text to playable visual environments remains an open challenge in procedural content generation (PCG). We present a lightweight…