Related papers: The VGLC: The Video Game Level Corpus
Driven by the rapid growth of machine learning, recent advances in game artificial intelligence (AI) have significantly impacted productivity across various gaming genres. Reward design plays a pivotal role in training game AI models,…
In this paper we present a process for automatically generating manuals for board games within the Ludii general game system. This process requires many different sub-tasks to be addressed, such as English translation of Ludii game…
Access to a fast and easily copied forward model of a game is essential for model-based reinforcement learning and for algorithms such as Monte Carlo tree search, and is also beneficial as a source of unlimited experience data for…
Despite the increasing use of large language models (LLMs) for context-grounded tasks like summarization and question-answering, understanding what makes an LLM produce a certain response is challenging. We propose Multi-Level Explanations…
The purpose of this paper is to take that first step in helping archivists understand the video game industry by examining the documents and assets created by game companies. This paper is intended as a survey of the records generated…
Quantum computers have long been more of a toy for researchers than a tool for solving complex problems. However, recent advances in the field make exploiting the advantages of fault-tolerant quantum computers feasible in the next 5 to 10…
The development of AI-Generated Video (AIGV) technology has been remarkable in recent years, significantly transforming the paradigm of video content production. However, AIGVs still suffer from noticeable visual quality defects, such as…
In recent years, machine learning (ML) systems have been increasingly applied for performing creative tasks. Such creative ML approaches have seen wide use in the domains of visual art and music for applications such as image and music…
Programming Language Processing (PLP) using machine learning has made vast improvements in the past few years. Increasingly more people are interested in exploring this promising field. However, it is challenging for new researchers and…
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…
Generative adversarial networks (GANs) are quickly becoming a ubiquitous approach to procedurally generating video game levels. While GAN generated levels are stylistically similar to human-authored examples, human designers often want to…
Player modelling is the field of study associated with understanding players. One pursuit in this field is affect prediction: the ability to predict how a game will make a player feel. We present novel improvements to affect prediction by…
Video captioning is the task of automatically generating a textual description of the actions in a video. Although previous work (e.g. sequence-to-sequence model) has shown promising results in abstracting a coarse description of a short…
Automatically adapting game content to players opens new doors for game development. In this paper we propose an architecture using persona agents and experience metrics, which enables evolving procedurally generated levels tailored for…
As a novel and fast-changing field, the video game industry does not have a fixed and well-defined vocabulary. In particular, game genres are of interest: No two experts seem to agree on what they are and how they relate to each other. We…
The level sets of neural networks represent fundamental properties such as decision boundaries of classifiers and are used to model non-linear manifold data such as curves and surfaces. Thus, methods for controlling the neural level sets…
Co-creative Procedural Content Generation via Machine Learning (PCGML) refers to systems where a PCGML agent and a human work together to produce output content. One of the limitations of co-creative PCGML is that it requires co-creative…
Video games, just like any other media have both explicit and implicit messages, and they can have impact on physical and mental health of the users. These impacts can be positive or negative. The impacts, the implications and the meanings…
Evolutionary machine learning (EML) has been applied to games in multiple ways, and for multiple different purposes. Importantly, AI research in games is not only about playing games; it is also about generating game content, modeling…
Video quality assessment (VQA) is an important processing task, aiming at predicting the quality of videos in a manner highly consistent with human judgments of perceived quality. Traditional VQA models based on natural image and/or video…