Related papers: A step towards procedural terrain generation with …
This paper investigates conditional generative adversarial networks (cGANs) to overcome a fundamental limitation of using geotagged media for geographic discovery, namely its sparse and uneven spatial distribution. We train a cGAN to…
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…
We revisit human motion synthesis, a task useful in various real world applications, in this paper. Whereas a number of methods have been developed previously for this task, they are often limited in two aspects: focusing on the poses while…
A game process is a system where the decisions of one agent can influence the decisions of other agents. In the real world, social influences and relationships between agents may influence the decision makings of agents with game behaviors.…
Recent advancements in procedural content generation via machine learning enable the generation of video-game levels that are aesthetically similar to human-authored examples. However, the generated levels are often unplayable without…
In this work, we provide an efficient and realistic data-driven approach to simulate astronomical images using deep generative models from machine learning. Our solution is based on a variant of the generative adversarial network (GAN) with…
High-resolution video generation has emerged as a crucial task in computer vision, with wide-ranging applications in entertainment, simulation, and data augmentation. However, generating temporally coherent and visually realistic videos…
Machine learning has proven to be useful in classification and segmentation of images. In this paper, we evaluate a training methodology for pixel-wise segmentation on high resolution satellite images using progressive growing of generative…
We present a novel GAN-based model that utilizes the space of deep features learned by a pre-trained classification model. Inspired by classical image pyramid representations, we construct our model as a Semantic Generation Pyramid -- a…
Generative Adversarial Networks (GANs) have emerged as a significant player in generative modeling by mapping lower-dimensional random noise to higher-dimensional spaces. These networks have been used to generate high-resolution images and…
Significant progress has been made by the advances in Generative Adversarial Networks (GANs) for image generation. However, there lacks enough understanding of how a realistic image is generated by the deep representations of GANs from a…
Behavior trees (BTs) are a popular method for modeling NPC and enemy AI behavior and have been widely used in commercial games. In this work, rather than use BTs to model game playing agents, we use them for modeling game design agents,…
Automatically generating maps from satellite images is an important task. There is a body of literature which tries to address this challenge. We created a more expansive survey of the task by experimenting with different models and adding…
Recently, the emergence of large language models (LLMs) has unlocked new opportunities for procedural content generation. However, recent attempts mainly focus on level generation for specific games with defined game rules such as Super…
A wide variety of biomedical image data, as well as methods for generating training images using basic deep neural networks, were analyzed. Additionally, all platforms for creating images were analyzed, considering their characteristics.…
In this work, we address the task of unconditional head motion generation to animate still human faces in a low-dimensional semantic space from a single reference pose. Different from traditional audio-conditioned talking head generation…
Generative deep learning architectures can produce realistic, high-resolution fake imagery -- with potentially drastic societal implications. A key question in this context is: How easy is it to generate realistic imagery, in particular for…
Procedural Content Generation (PCG) refers to the practice, in videogames and other games, of generating content such as levels, quests, or characters algorithmically. Motivated by the need to make games replayable, as well as to reduce…
Recent advances in large language models (LLMs) enable compelling story generation, but connecting narrative text to playable visual environments remains an open challenge in procedural content generation (PCG). We present a lightweight…
Motion generation, the task of synthesizing realistic motion sequences from various conditioning inputs, has become a central problem in computer vision, computer graphics, and robotics, with applications ranging from animation and virtual…