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The construction industry is a vital sector of the global economy, but it faces many productivity challenges in various processes, such as design, planning, procurement, inspection, and maintenance. Generative artificial intelligence (AI),…
The popular 2009 voxel based videogame, Minecraft, contains several distinct disciplines. One of which is "parkour," gameplay that focuses on traversing a world's environment with maximum efficiency. The Minecraft online community has…
Procedural 3D Terrain generation has become a necessity in open world games, as it can provide unlimited content, through a functionally infinite number of different areas, for players to explore. In our approach, we use Generative…
The rapid advancement of Information and Communication Technologies is transforming Cultural Heritage access, experience, and preservation. However, many digital heritage applications lack interactivity, personalization, and adaptability,…
We study the problem of learning goal-conditioned policies in Minecraft, a popular, widely accessible yet challenging open-ended environment for developing human-level multi-task agents. We first identify two main challenges of learning…
This paper describes the design, implementation, and initial testing of a reusable platform for the creation of pervasive games with geo-localization services. We concentrate on role-playing games built by combining several types of simpler…
Generative Artificial Intelligence systems have been developed for image, code, story, and game generation with the goal of facilitating human creativity. Recent work on neural generative systems has emphasized one particular means of…
The Global Games Jam (GGJ) attracts many people who are passionate about games development, coming from a range of educational backgrounds. Therefore, the event can be experienced by novices and student developers as an opportunity for…
Influencing various aspects of human activity, migration is associated also with language formation. To examine the mutual interaction of these processes, we study a Naming Game with migrating agents. The dynamics of the model leads to…
Procedural Content Generation (PCG) enables game content to be created algorithmically without direct manual level-design effort, but it introduces a serious evaluation problem: generated content may become unbalanced, blocked, repetitive,…
Game level editing is the process of constructing a full game level starting from 3D asset libraries, e.g. 3d models, textures, shaders, scripts. In level editing, designers define the look and behavior of the whole level by placing…
Many games feature a progression of levels that doesn't adapt to the player. This can be problematic because some players may get stuck if the progression is too difficult, while others may find it boring if the progression is too slow to…
Generative AI is altering how we work, learn, communicate, and participate in online communities. How might online communities be changed by generative AI? To start addressing this question, we focused on online community moderators'…
Procedural content generation (PCG) has become an increasingly popular technique in game development, allowing developers to generate dynamic, replayable, and scalable environments with reduced manual effort. In this study, a novel method…
Procedural Level Generation via Machine Learning (PLGML), the study of generating game levels with machine learning, has received a large amount of recent academic attention. For certain measures these approaches have shown success at…
The two fields of urban planning and artificial intelligence (AI) arose and developed separately. However, there is now cross-pollination and increasing interest in both fields to benefit from the advances of the other. In the present…
This paper proposes the idea of using a generative adversarial network (GAN) to assist a novice user in designing real-world shapes with a simple interface. The user edits a voxel grid with a painting interface (like Minecraft). Yet, at any…
Generative adversarial networks (GANs) are a novel approach to generative modelling, a task whose goal it is to learn a distribution of real data points. They have often proved difficult to train: GANs are unlike many techniques in machine…
Automatically generating novel and interesting games is a complex task. Challenges include representing game rules in a computationally workable form, searching through the large space of potential games under most such representations, and…
Procedural Content Generation via Reinforcement Learning (PCGRL) offers a method for training controllable level designer agents without the need for human datasets, using metrics that serve as proxies for level quality as rewards. Existing…