Related papers: Super Mario as a String: Platformer Level Generati…
Traditionally, music was treated as an analogue signal and was generated manually. In recent years, music is conspicuous to technology which can generate a suite of music automatically without any human intervention. To accomplish this…
We propose a new procedural content generation method which learns iterative level generators from a dataset of existing levels. The Path of Destruction method, as we call it, views level generation as repair; levels are created by…
Existing approaches for automatically generating mathematical word problems are deprived of customizability and creativity due to the inherent nature of template-based mechanisms they employ. We present a solution to this problem with the…
A critical question about Large Language Models (LLMs) is whether their apparent deficiency in mathematical reasoning is inherent, or merely a result of insufficient exposure to high-quality mathematical data. To explore this, we developed…
The widespread use of large language models (LLMs) raises an important question: how do texts evolve when they are repeatedly processed by LLMs? In this paper, we define this iterative inference process as Markovian generation chains, where…
Long short-term memory(LSTM) units on sequence-based models are being used in translation, question-answering systems, classification tasks due to their capability of learning long-term dependencies. In Natural language generation, LSTM…
Current scientific research witnesses various attempts at applying Large Language Models for scenario generation but is inclined only to comprehensive or dangerous scenarios. In this paper, we seek to build a three-stage framework that not…
The paper presents a method of the music generation based on LSTM (Long Short-Term Memory), contrasts the effects of different network structures on the music generation and introduces other methods used by some researchers.
Deep reinforcement learning (RL) has shown impressive results in a variety of domains, learning directly from high-dimensional sensory streams. However, when neural networks are trained in a fixed environment, such as a single level in a…
Procedural content generation in video games has a long history. Existing procedural content generation methods, such as search-based, solver-based, rule-based and grammar-based methods have been applied to various content types such as…
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…
Long Short-Term Memory (LSTM) networks, a type of recurrent neural network with a more complex computational unit, have been successfully applied to a variety of sequence modeling tasks. In this paper we develop Tree Long Short-Term Memory…
Meta-learning consists in learning learning algorithms. We use a Long Short Term Memory (LSTM) based network to learn to compute on-line updates of the parameters of another neural network. These parameters are stored in the cell state of…
In this paper, we discuss the generation of symbols (and alphabets) based on specific user requirements (medium, priorities, type of information that needs to be conveyed). A framework for the generation of alphabets is proposed, and its…
Large Language Models (LLMs) have proven their worth across a diverse spectrum of disciplines. LLMs have shown great potential in Procedural Content Generation (PCG) as well, but directly generating a level through a pre-trained LLM is…
In this work we investigate approaches to reconstruct generator models from measurements available at the generator terminal bus using machine learning (ML) techniques. The goal is to develop an emulator which is trained online and is…
In the last ongoing years, there has been a significant ascending on the field of Natural Language Processing (NLP) for performing multiple tasks including English Language Teaching (ELT). An effective strategy to favor the learning process…
Recurrent Neural Networks (RNNs) with Long Short-Term Memory units (LSTM) are widely used because they are expressive and are easy to train. Our interest lies in empirically evaluating the expressiveness and the learnability of LSTMs in the…
Procedural content generation (PCG) is a growing field, with numerous applications in the video game industry and great potential to help create better games at a fraction of the cost of manual creation. However, much of the work in PCG is…
This paper introduces a surrogate model of gameplay that learns the mapping between different game facets, and applies it to a generative system which designs new content in one of these facets. Focusing on the shooter game genre, the paper…