Related papers: Generative Design in Minecraft (GDMC), Settlement …
The use of generative AI in video game development is on the rise, and as the conversational and other capabilities of large language models continue to improve, we expect LLM-driven non-player characters (NPCs) to become widely deployed.…
Game designs often center on the game mechanics---rules governing the logical evolution of the game. We seek to develop an intelligent system that generates computer games. As first steps towards this goal we present a composable and…
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…
Game AI competitions are important to foster research and development on Game AI and AI in general. These competitions supply different challenging problems that can be translated into other contexts, virtual or real. They provide…
Search-based procedural content generation (PCG) is a well-known method for level generation in games. Its key advantage is that it is generic and able to satisfy functional constraints. However, due to the heavy computational costs to run…
MineRL 2019 competition challenged participants to train sample-efficient agents to play Minecraft, by using a dataset of human gameplay and a limit number of steps the environment. We approached this task with behavioural cloning by…
Maps are a very important component of strategy games, and a time-consuming task if done by hand. Maps generated by traditional PCG techniques such as Perlin noise or tile-based PCG techniques look unnatural and unappealing, thus not…
This paper proposes a procedural content generator which evolves Minecraft buildings according to an open-ended and intrinsic definition of novelty. To realize this goal we evaluate individuals' novelty in the latent space using a 3D…
We present initial research towards procedural generation of Simplified Boardgames and translating them into an efficient GDL code. This is a step towards establishing Simplified Boardgames as a comparison class for General Game Playing…
We introduce the General Video Game Rule Generation problem, and the eponymous software framework which will be used in a new track of the General Video Game AI (GVGAI) competition. The problem is, given a game level as input, to generate…
Maps are broadly relevant across various fields, serving as valuable tools for presenting spatial phenomena and communicating spatial knowledge. However, map-making is still largely confined to those with expertise in GIS and cartography…
Recent procedural content generation via machine learning (PCGML) methods allow learning from existing content to produce similar content automatically. While these approaches are able to generate content for different games (e.g. Super…
This paper focuses on procedurally generating rules and communicating them to players to adjust the difficulty. This is part of a larger project to collect and adapt games in educational games for young children using a digital puzzle game…
The use of generative AI in education is a controversial topic. Current technology offers the potential to create educational content from text, speech, to images based on simple input prompts. This can enhance productivity by summarizing…
LLM-based agents have shown promise in various cooperative and strategic reasoning tasks, but their effectiveness in competitive multi-agent environments remains underexplored. To address this gap, we introduce PillagerBench, a novel…
Embodied intelligence requires high-fidelity simulation environments to support perception and decision-making, yet existing platforms often suffer from data contamination and limited flexibility. To mitigate this, we propose…
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…
Procedural Content Generation (PCG) methods are valuable tools to speed up the game development process. Moreover, PCG may also present in games as features, such as the procedural dungeon generation (PDG) in Moonlighter (Digital Sun,…
Automated game design (AGD), the study of automatically generating game rules, has a long history in technical games research. AGD approaches generally rely on approximations of human play, either objective functions or AI agents. Despite…
This paper explores adaptive problem solving with a game designed to support the development of problem-solving skills. Using an adaptive, AI-powered puzzle game, our adaptive problem-solving system dynamically generates pathfinding-based…