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3D city generation is a desirable yet challenging task, since humans are more sensitive to structural distortions in urban environments. Additionally, generating 3D cities is more complex than 3D natural scenes since buildings, as objects…
Automated game design is a rapidly growing area of research, yet many aspects of game design lie largely unexamined still, as most systems focus on two-dimensional games with clear objectives and goal-oriented gameplay. This paper describes…
Task environments developed in Minecraft are becoming increasingly popular for artificial intelligence (AI) research. However, most of these are currently constructed manually, thus failing to take advantage of procedural content generation…
Computer games are very challenging to handle for traditional automated testing algorithms. In this paper we will look at intelligent agents as a solution. Agents are suitable for testing games, since they are reactive and able to reason…
Authoring realistic behaviors to populate a large virtual city can be a cumbersome, time-consuming and error-prone task. Believable crowds require the effort of storytellers and programming experts working together for long periods of time.…
In this paper, we present a new methodology that employs tester agents to automate video game testing. We introduce two types of agents -synthetic and human-like- and two distinct approaches to create them. Our agents are derived from…
Basically, in (one-player) war Real Time Strategy (wRTS) games a human player controls, in real time, an army consisting of a number of soldiers and her aim is to destroy the opponent's assets where the opponent is a virtual (i.e.,…
Action-Adventure games have several challenges to overcome, where the most common are enemies. The enemies' goal is to hinder the players' progression by taking life points, and the way they hinder this progress is distinct for different…
Interactive world models for first-person shooter (FPS) games must resolve high-frequency overlapping control signals at every frame without disrupting unaffected regions. Existing methods inject actions globally and train on single titles,…
Training robots in simulation requires diverse 3D scenes that reflect the specific challenges of downstream tasks. However, scenes that satisfy strict task requirements, such as high-clutter environments with plausible spatial arrangement,…
City scene generation has gained significant attention in autonomous driving, smart city development, and traffic simulation. It helps enhance infrastructure planning and monitoring solutions. Existing methods have employed a two-stage…
In this article, we present a new machine learning model by imitation based on the linguistic description of complex phenomena. The idea consists of, first, capturing the behaviour of human players by creating a computational perception…
Progress in multiagent intelligence research is fundamentally limited by the number and quality of environments available for study. In recent years, simulated games have become a dominant research platform within reinforcement learning, in…
Procedural Level Generation via Machine Learning (PLGML), the study of generating game levels with machine learning, has received a large amount of recent academic attention. For certain measures these approaches have shown success at…
Recent advances in deep reinforcement learning (RL) have demonstrated complex decision-making capabilities in simulation environments such as Arcade Learning Environment, MuJoCo, and ViZDoom. However, they are hardly extensible to more…
The game industry is challenged to cope with increasing growth in demand and game complexity while maintaining acceptable quality standards for released games. Classic approaches solely depending on human efforts for quality assurance and…
Procedural Content Generation (PCG) enables game content to be created algorithmically without direct manual level-design effort, but it introduces a serious evaluation problem: generated content may become unbalanced, blocked, repetitive,…
Buildings are primary components of cities, often featuring repeated elements such as windows and doors. Traditional 3D building asset creation is labor-intensive and requires specialized skills to develop design rules. Recent generative…
Continual learning refers to the ability of humans and animals to incrementally learn over time in a given environment. Trying to simulate this learning process in machines is a challenging task, also due to the inherent difficulty in…
A profound challenge for A-Life is to construct agents whose behavior is 'life-like' in a deep way. We propose an architecture and approach to constructing networks driving artificial agents, using processes analogous to the processes that…