Related papers: Procedural urban environments for FPS games
We present a tool for exploring the design space of shaders using an interactive evolutionary algorithm integrated with the Unity editor, a well-known commercial tool for video game development. Our framework leverages the underlying…
Most games have, or can be generalised to have, a number of parameters that may be varied in order to provide instances of games that lead to very different player experiences. The space of possible parameter settings can be seen as a…
The purpose of this tutorial is to help individuals use the \underline{FireCommander} game environment for research applications. The FireCommander is an interactive, probabilistic joint perception-action reconnaissance environment in which…
Recent developments in deep reinforcement learning have enabled the creation of agents for solving a large variety of games given a visual input. These methods have been proven successful for 2D games, like the Atari games, or for simple…
In this paper I present several algorithmic techniques for improving the decision process of multiple types of agents behaving in environments where their interests are in conflict. The interactions between the agents are modelled by using…
Proficient game agents with diverse play styles enrich the gaming experience and enhance the replay value of games. However, recent advancements in game AI based on reinforcement learning have predominantly focused on improving proficiency,…
Exploration is a key part of many video games. We investigate the using an exploratory agent to provide feedback on the design of procedurally generated game levels, 5 engaging levels and 5 unengaging levels. We expand upon a framework…
Modern video games are becoming richer and more complex in terms of game mechanics. This complexity allows for the emergence of a wide variety of ways to play the game across the players. From the point of view of the game designer, this…
We propose an end-to-end real time framework to generate high resolution graphics grade textured 3D map of urban environment. The generated detailed map finds its application in the precise localization and navigation of autonomous…
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…
Developing agents capable of fluid gameplay in first/third-person games without API access remains a critical challenge in Artificial General Intelligence (AGI). Recent efforts leverage Vision Language Models (VLMs) as direct controllers,…
The project's aim is to create an AI agent capable of selecting good actions in a game-playing domain called Battlespace. Sequential domains like Battlespace are important testbeds for planning problems, as such, the Department of Defense…
In this work we propose a deep learning pipeline to predict the visual future appearance of an urban scene. Despite recent advances, generating the entire scene in an end-to-end fashion is still far from being achieved. Instead, here we…
Recently, there have been a lot of researches to synthesize / edit the motion of a single avatar in the virtual environment. However, there has not been so much work of simulating continuous interactions of multiple avatars such as…
As cities evolve over time, challenges such as traffic congestion and functional imbalance increasingly necessitate urban renewal through efficient modification of existing plans, rather than complete re-planning. In practice, even minor…
We challenge text-to-image models with generating escape room puzzle images that are visually appealing, logically solid, and intellectually stimulating. While base image models struggle with spatial relationships and affordance reasoning,…
We propose a novel scene representation that encodes reaching distance -- the distance between any position in the scene to a goal along a feasible trajectory. We demonstrate that this environment field representation can directly guide the…
As AI technology advances, research in playing text-based games with agents has becomeprogressively popular. In this paper, a novel approach to agent design and agent learning ispresented with the context of reinforcement learning. A model…
Fieldwork still is the first and foremost source of insight in many disciplines of the geosciences. Virtual fieldwork is an approach meant to enable scientists trained in fieldwork to apply these skills to a virtual representation of…
Simulation of forest environments has applications from entertainment and art creation to commercial and scientific modelling. Due to the unique features and lighting in forests, a forest-specific simulator is desirable, however many…