Related papers: LevelMerge: Collaborative Game Level Editing by Me…
GameTileNet is a dataset designed to provide semantic labels for low-resolution digital game art, advancing procedural content generation (PCG) and related AI research as a vision-language alignment task. Large Language Models (LLMs) and…
Automatically generating 3D games in commercial game engines remains a non-trivial challenge, as it involves complex engine-related workflows for generating assets such as scenes, blueprints, and code. To address this challenge, we propose…
Large language models (LLMs) have taken the scientific world by storm, changing the landscape of natural language processing and human-computer interaction. These powerful tools can answer complex questions and, surprisingly, perform…
Model merging provides a scalable alternative to multi-task training by combining specialized finetuned models through parameter arithmetic, enabling efficient deployment without the need for joint training or access to all task data. While…
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.…
Recent advances in 3D scene generation produce visually appealing output, but current representations hinder artists' workflows that require modifiable 3D textured mesh scenes for visual effects and game development. Despite significant…
The success of large language models has garnered widespread attention for model merging techniques, especially training-free methods which combine model capabilities within the parameter space. However, two challenges remain: (1) uniform…
Despite the progress of image segmentation for accurate visual entity segmentation, completing the diverse requirements of image editing applications for different-level region-of-interest selections remains unsolved. In this paper, we…
Building 3D scene graphs has recently emerged as a topic in scene representation for several embodied AI applications to represent the world in a structured and rich manner. With their increased use in solving downstream tasks (eg,…
Game engines provide video game developers with a wide range of fundamental subsystems for creating games, such as 2D/3D graphics rendering, input device management, and audio playback. Developers often integrate these subsystems with other…
We investigate how reinforcement learning can be used to train level-designing agents. This represents a new approach to procedural content generation in games, where level design is framed as a game, and the content generator itself is…
Model merging combines the parameters of multiple neural networks into a single model without additional training. As fine-tuned large language models (LLMs) proliferate, merging offers a computationally efficient alternative to ensembles…
Recent advancements have expanded the role of Large Language Models in board games from playing agents to creative co-designers. However, a critical gap remains: current systems lack the capacity to offer constructive critique grounded in…
Model merging, such as model souping, is the practice of combining different models with the same architecture together without further training. In this work, we present a model merging methodology that addresses the difficulty of…
Developers create software branches for tentative feature addition and bug fixing, and periodically merge branches to release software with new features or repairing patches. When the program edits from different branches textually overlap…
The balancing process for game levels in a competitive two-player context involves a lot of manual work and testing, particularly in non-symmetrical game levels. In this paper, we propose an architecture for automated balancing of…
We present tile2tile, an approach for style transfer between levels of tile-based platformer games. Our method involves training models that translate levels from a lower-resolution sketch representation based on tile affordances to the…
Grading project reports are increasingly significant in today's educational landscape, where they serve as key assessments of students' comprehensive problem-solving abilities. However, it remains challenging due to the multifaceted…
We present a collaborative mixed-initiative system for building levels for the puzzle game "Baba is You". Unlike previous mixed-initiative systems, Baba is Y'all is designed for collaborative asynchronous creation by multiple users over the…
Procedural content generation via machine learning (PCGML) is the process of procedurally generating game content using models trained on existing game content. PCGML methods can struggle to capture the true variance present in underlying…