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In recent years, Procedural Level Generation via Machine Learning (PLGML) techniques have been applied to generate game levels with machine learning. These approaches rely on human-annotated representations of game levels. Creating…
Many real-world games contain parameters which can affect payoffs, action spaces, and information states. For fixed values of the parameters, the game can be solved using standard algorithms. However, in many settings agents must act…
We explore the generation of diverse environments using the Amorphous Fortress (AF) simulation framework. AF defines a set of Finite State Machine (FSM) nodes and edges that can be recombined to control the behavior of agents in the…
This paper studies the use of eye tracking in a First-Person Shooter (FPS) game as a~mechanism to: (1) control the attention of the player's avatar according to the attention deployed by the player, and (2) guide the gameplay and game's…
There currently exists a wide range of techniques to model and evolve artificial players for games. Existing techniques range from black box neural networks to entirely hand-designed solutions. In this paper, we demonstrate the feasibility…
Procedural terrain generation is the process of generating a digital representation of terrain using a computer program or procedure, with little to no human guidance. This paper proposes a procedural terrain generation algorithm based on a…
We present a generative optimization approach for learning game-playing agents, where policies are represented as Python programs and refined using large language models (LLMs). Our method treats decision-making policies as self-evolving…
Strategic diversity is often essential in games: in multi-player games, for example, evaluating a player against a diverse set of strategies will yield a more accurate estimate of its performance. Furthermore, in games with…
Generative AI can be used in multi-actor environments with purposes ranging from social science modeling to interactive narrative and AI evaluation. Supporting this diversity of use cases -- which we classify as Simulationist, Dramatist,…
Procedural content generation (PCG) concerns all sorts of algorithms and tools which automatically produce game content, without requiring manual authoring by game artists. Besides generating com-plex static meshes, the PCG core usually…
In the game development process, creating character animations is a vital step that involves several stages. Typically for 2D games, illustrators begin by designing the main character image, which serves as the foundation for all subsequent…
In this study we propose a new method to simulate hyper-realistic urban patterns using Generative Adversarial Networks trained with a global urban land-use inventory. We generated a synthetic urban "universe" that qualitatively reproduces…
Reinforcement learning has been widely successful in producing agents capable of playing games at a human level. However, this requires complex reward engineering, and the agent's resulting policy is often unpredictable. Going beyond…
In this paper, we propose a methodology designed to support decision-making during the execution phase of military ground combat operations, with a focus on one's actions. This methodology generates and evaluates recommendations for various…
Perimeter identification involves ascertaining the boundaries of a designated area or zone, requiring traffic flow monitoring, control, or optimization. Various methodologies and technologies exist for accurately defining these perimeters;…
This paper introduces UniGen, a novel approach to generating new traffic scenarios for evaluating and improving autonomous driving software through simulation. Our approach models all driving scenario elements in a unified model: the…
3D scene generation has garnered growing attention in recent years and has made significant progress. Generating 4D cities is more challenging than 3D scenes due to the presence of structurally complex, visually diverse objects like…
The ability to simulate the effects of future actions on the world is a crucial ability of intelligent embodied agents, enabling agents to anticipate the effects of their actions and make plans accordingly. While a large body of existing…
The demand for high-quality city street layouts has persisted for an extended period presenting notable challenges. Conventional methods are yet to effectively address the integration of both natural and socioeconomic factors in this…
Coding assistants are increasingly leveraged in game design, both generating code and making high-level plans. To what degree can these tools align with developer workflows, and what new modes of human-computer interaction can emerge from…