Related papers: The VGLC: The Video Game Level Corpus
Procedural content generation via Machine Learning (PCGML) is the umbrella term for approaches that generate content for games via machine learning. One of the benefits of PCGML is that, unlike search or grammar-based PCG, it does not…
Several works have demonstrated the use of variational autoencoders (VAEs) for generating levels in the style of existing games and blending levels across different games. Further, quality-diversity (QD) algorithms have also become popular…
Video generation assessment is essential for ensuring that generative models produce visually realistic, high-quality videos while aligning with human expectations. Current video generation benchmarks fall into two main categories:…
As video games continue to evolve, understanding what drives player enjoyment remains a key challenge. Player reviews provide valuable insights, but their unstructured nature makes large-scale analysis difficult. This study applies…
With the fast progress of generative AI in recent years, more games are integrating generated content, raising questions regarding how players perceive and respond to this content. To investigate, we ran a mixed-method survey on the games…
Wargames are a powerful tool for understanding and rehearsing real-world decision making. Automated play of wargames using artificial intelligence (AI) enables possibilities beyond those of human-conducted games, such as playing the game…
Recent research shows how diffusion models can unconditionally generate tile-based game levels, but use of diffusion models for text-to-level generation is underexplored. There are practical considerations for creating a usable model:…
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…
With more and more digital media, especially in the field of virtual reality where detailed and convincing scenes are much required, procedural scene generation is a big helping tool for artists. A problem is that defining scene…
While artificial intelligence (AI) technology is becoming increasingly popular, its underlying mechanisms tend to remain opaque to most people. To address this gap, the field of AI literacy aims to develop various resources to teach people…
In recent years, Artificial Intelligence Generated Content (AIGC) has advanced from text-to-image generation to text-to-video and multimodal video synthesis. However, generating playable games presents significant challenges due to the…
The General Video Game Artificial Intelligence (GVGAI) competition has been running for several years with various tracks. This paper focuses on the challenge of the GVGAI learning track in which 3 games are selected and 2 levels are given…
The utilization of deep learning techniques in generating various contents (such as image, text, etc.) has become a trend. Especially music, the topic of this paper, has attracted widespread attention of countless researchers.The whole…
The diversity of agent behaviors is an important topic for the quality of video games and virtual environments in general. Offering the most compelling experience for users with different skills is a difficult task, and usually needs…
Video games are a compelling source of annotated data as they can readily provide fine-grained groundtruth for diverse tasks. However, it is not clear whether the synthetically generated data has enough resemblance to the real-world images…
This paper presents a novel approach to procedural generation of urban maps for First Person Shooter (FPS) games. A multi-agent evolutionary system is employed to place streets, buildings and other items inside the Unity3D game engine,…
Code large language models have demonstrated remarkable capabilities in programming tasks, yet current benchmarks primarily focus on single modality rather than visual game development. Most existing code-related benchmarks evaluate syntax…
In this work, we present TOAD-GAN (Token-based One-shot Arbitrary Dimension Generative Adversarial Network), a novel Procedural Content Generation (PCG) algorithm that generates token-based video game levels. TOAD-GAN follows the SinGAN…
Procedural content generation (PCG) is of great interest to game design and development as it generates game content automatically. Motivated by the recent learning-based PCG framework and other existing PCG works, we propose an alternative…
Serious Games (SGs) have experienced a tremendous outburst these last years. Video game companies have been producing fun, user-friendly SGs, but their educational value has yet to be proven. Meanwhile, cognition research scientist have…