Related papers: The VGLC: The Video Game Level Corpus
In recent years, with the vigorous development of the video game industry, the proportion of gaming videos on major video websites like YouTube has dramatically increased. However, relatively little research has been done on the automatic…
Machine learning is currently involved in some of the most vigorous debates it has ever seen. Such debates often seem to go around in circles, reaching no conclusion or resolution. This is perhaps unsurprising given that researchers in…
Although several methodologies for identifying the genealogy of video game genres and showing their relationships have been proposed in existing research, there have been few attempts to visualize the genealogy of a genre in a quantitative…
As Large Language Models (LLMs) and other forms of Generative AI permeate various aspects of our lives, their application for learning and education has provided opportunities and challenges. This paper presents an investigation into the…
Games have always been a popular test bed for artificial intelligence techniques. Game developers are always in constant search for techniques that can automatically create computer games minimizing the developer's task. In this work we…
We present gg-bench, a collection of game environments designed to evaluate general reasoning capabilities in language models. Unlike most static benchmarks, gg-bench is a data generating process where new evaluation instances can be…
The goal of machine learning is to provide solutions which are trained by data or by experience coming from the environment. Many training algorithms exist and some brilliant successes were achieved. But even in structured environments for…
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…
This paper presents an adaptive level generation algorithm for the physics-based puzzle game Angry Birds. The proposed algorithm is based on a pre-existing level generator for this game, but where the difficulty of the generated levels can…
The paper presents the PCGPT framework, an innovative approach to procedural content generation (PCG) using offline reinforcement learning and transformer networks. PCGPT utilizes an autoregressive model based on transformers to generate…
Many advancements have been made in procedural content generation for games, and with mixed-initiative co-creativity, have the potential for great benefits to human designers. However, co-creative systems for game generation are typically…
This paper presents an architecture for generating music for video games based on the Transformer deep learning model. Our motivation is to be able to customize the generation according to the taste of the player, who can select a corpus of…
Deep reinforcement learning (DRL) has made great achievements since proposed. Generally, DRL agents receive high-dimensional inputs at each step, and make actions according to deep-neural-network-based policies. This learning mechanism…
Both text and video data are abundant on the internet and support large-scale self-supervised learning through next token or frame prediction. However, they have not been equally leveraged: language models have had significant real-world…
On-screen game footage contains rich contextual information that players process when playing and experiencing a game. Learning pixel representations of games can benefit artificial intelligence across several downstream tasks including…
The prototyping of computer games, particularly card games, requires extensive human effort in creative ideation and gameplay evaluation. Recent advances in Large Language Models (LLMs) offer opportunities to automate and streamline these…
Vision-language models (VLMs) have achieved strong results on coding and math benchmarks that are challenging for humans, yet their ability to perform tasks that come naturally to humans--such as perception, spatial navigation, and memory…
Large language models trained for code generation can be applied to speaking virtual worlds into existence (creating virtual worlds). In this work we show that prompt-based methods can both accelerate in-VR level editing, as well as can…
The rapid pace of recent research in AI has been driven in part by the presence of fast and challenging simulation environments. These environments often take the form of games; with tasks ranging from simple board games, to competitive…
Learning Games (LGs) are educational environments based on a playful approach to learning. Their use has proven to be promising in many domains, but is at present restricted by the time consuming and costly nature of the developing process.…