Related papers: Generative Design in Minecraft (GDMC), Settlement …
The GDMC AI settlement generation challenge is a PCG competition about producing an algorithm that can create an "interesting" Minecraft settlement for a given map. This paper contains a collection of written experiences with this…
This article outlines what we learned from the first year of the AI Settlement Generation Competition in Minecraft, a competition about producing AI programs that can generate interesting settlements in Minecraft for an unseen map. This…
Procedural city generation that focuses on believability and adaptability to random terrain is a difficult challenge in the field of Procedural Content Generation (PCG). Dozens of researchers compete for a realistic approach in challenges…
We introduce the Chronicle Challenge as an optional addition to the Settlement Generation Challenge in Minecraft. One of the foci of the overall competition is adaptive procedural content generation (PCG), an arguably under-explored problem…
With growing interest in Procedural Content Generation (PCG) it becomes increasingly important to develop methods and tools for evaluating and comparing alternative systems. There is a particular lack regarding the evaluation of generative…
Procedurally generating cities in Minecraft provides players more diverse scenarios and could help understand and improve the design of cities in other digital worlds and the real world. This paper presents a city generator that was…
This paper presents a method for generating floor plans for structures in Minecraft (Mojang 2009). Given a 3D space, it will auto-generate a building to fill that space using a combination of constrained growth and cellular automata. The…
Procedural content generation for games is a growing trend in both research and industry, even though there is no consensus of how good content looks, nor how to automatically evaluate it. A number of metrics have been developed in the…
There are a range of metrics that can be applied to the artifacts produced by procedural content generation, and several of them come with qualitative claims. In this paper, we adapt a range of existing PCG metrics to generated Minecraft…
Task environments developed in Minecraft are becoming increasingly popular for artificial intelligence (AI) research. However, most of these are currently constructed manually, thus failing to take advantage of procedural content generation…
This work introduces World-GAN, the first method to perform data-driven Procedural Content Generation via Machine Learning in Minecraft from a single example. Based on a 3D Generative Adversarial Network (GAN) architecture, we are able to…
The field of human settlement construction encompasses a range of spatial designs and management tasks, including urban planning and landscape architecture design. These tasks involve a plethora of instructions and descriptions presented in…
In the Minecraft Collaborative Building Task, two players collaborate: an Architect (A) provides instructions to a Builder (B) to assemble a specified structure using 3D blocks. In this work, we investigate the use of large language models…
Generative design (GD) methods aim to automatically generate a wide variety of designs that satisfy functional or aesthetic design requirements. However, research to date generally lacks considerations of manufacturability of the generated…
Machine learning for procedural content generation has recently become an active area of research. Levels vary in both form and function and are mostly unrelated to each other across games. This has made it difficult to assemble suitably…
This paper introduces the Procedural Content Generation Benchmark for evaluating generative algorithms on different game content creation tasks. The benchmark comes with 12 game-related problems with multiple variants on each problem.…
Generative design, an AI-assisted technology for optimizing design through algorithmic processes, is propelling advancements across numerous fields. As the use of immersive environments such as Augmented Reality (AR) continues to rise,…
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…
This chapter presents methodological reflections on the necessity and utility of artificial intelligence in generative design. Specifically, the chapter discusses how generative design processes can be augmented by AI to deliver in terms of…
Imitation learning is a powerful family of techniques for learning sensorimotor coordination in immersive environments. We apply imitation learning to attain state-of-the-art performance on hard exploration problems in the Minecraft…