Related papers: Toward Game Level Generation from Gameplay Videos
In order to facilitate analyzing video games as learning systems and instructional designs as games, we present a theoretical framework that integrates ideas from a broad range of literature. The framework describes games in terms of four…
Generative videos have the potential to revolutionize game development by autonomously creating new content. In this paper, we present GameFactory, a framework for action-controlled scene-generalizable game video generation. We first…
Many popular video games use pseudorandom number generators to create randomly distributed locations for game objects as highly unpredictable as possible. Some scenarios like game competition also need reproducible randomness, namely the…
This paper presents an integration of a game system and the art therapy concept for promoting the mental well-being of video game players. In the proposed game system, the player plays an Angry-Birds-like game in which levels in the game…
Procedural Content Generation (PCG) is defined as the automatic creation of game content using algorithms. PCG has a long history in both the game industry and the academic world. It can increase player engagement and ease the work of game…
In the era of content creation revolution propelled by advancements in generative models, the field of web design remains unexplored despite its critical role in modern digital communication. The web design process is complex and often…
Neural generative models can be used to learn complex probability distributions from data, to sample from them, and to produce probability density estimates. We propose a computational framework for developing neural generative models…
World building forms the foundation of any task that requires narrative intelligence. In this work, we focus on procedurally generating interactive fiction worlds---text-based worlds that players "see" and "talk to" using natural language.…
Building effective text generation systems requires three critical components: content selection, text planning, and surface realization, and traditionally they are tackled as separate problems. Recent all-in-one style neural generation…
Context. The game industry is increasingly growing in recent years. Every day, millions of people play video games, not only as a hobby, but also for professional competitions (e.g., e-sports or speed-running) or for making business by…
This paper aims to explore a generative approach for knowledge-based design ideation by applying the latest pre-trained language models in artificial intelligence (AI). Specifically, a method of fine-tuning the generative pre-trained…
This paper presents a procedural generation method that creates visually attractive levels for the Angry Birds game. Besides being an immensely popular mobile game, Angry Birds has recently become a test bed for various artificial…
In games, as in and many other domains, design validation and testing is a huge challenge as systems are growing in size and manual testing is becoming infeasible. This paper proposes a new approach to automated game validation and testing.…
Recent advancements in the text-rendering capabilities of image generation models have made the end-to-end creation of graphic design content, such as posters, increasingly feasible. However, existing reward models fall short of accurately…
We introduce the concept of a generative infinite game, a video game that transcends the traditional boundaries of finite, hard-coded systems by using generative models. Inspired by James P. Carse's distinction between finite and infinite…
We capitalize on large amounts of unlabeled video in order to learn a model of scene dynamics for both video recognition tasks (e.g. action classification) and video generation tasks (e.g. future prediction). We propose a generative…
Scenario generation is one of the essential steps in scenario-based testing and, therefore, a significant part of the verification and validation of driver assistance functions and autonomous driving systems. However, the term scenario…
Video sequences contain rich dynamic patterns, such as dynamic texture patterns that exhibit stationarity in the temporal domain, and action patterns that are non-stationary in either spatial or temporal domain. We show that a…
Generative Adversarial Networks (GANs) are a powerful indirect genotype-to-phenotype mapping for evolutionary search. Much previous work applying GANs to level generation focuses on fixed-size segments combined into a whole level, but…
In this paper, we study the content-aware layout generation problem, which aims to automatically generate layouts that are harmonious with a given background image. Existing methods usually deal with this task with a single-step reasoning…