Related papers: An Integrated Framework for AI Assisted Level Desi…
Advancements in generative artificial intelligence (AI) have introduced various AI models capable of producing impressive visual design outputs. However, when it comes to AI models in the design process, prioritizing outputs that align with…
We present tile2tile, an approach for style transfer between levels of tile-based platformer games. Our method involves training models that translate levels from a lower-resolution sketch representation based on tile affordances to the…
Help facilities have been crucial in helping users learn about software for decades. But despite widespread prevalence of game engines and game editors that ship with many of today's most popular games, there is a lack of empirical evidence…
Techniques for procedural content generation via machine learning (PCGML) have been shown to be useful for generating novel game content. While used primarily for producing new content in the style of the game domain used for training,…
We propose the problem of tutorial generation for games, i.e. to generate tutorials which can teach players to play games, as an AI problem. This problem can be approached in several ways, including generating natural language descriptions…
This paper presents a two-step generative approach for creating dungeons in the rogue-like puzzle game MiniDungeons 2. Generation is split into two steps, initially producing the architectural layout of the level as its walls and floor…
"Bubble Ball" is a game built on a 2D physics engine, where a finite set of objects can modify the motion of a bubble-like ball. The objective is to choose the set and the initial configuration of the objects, in order to get the ball to…
In this paper, we propose a general framework that extends the theory of permutation patterns to higher dimensions and unifies several combinatorial objects studied in the literature. Our approach involves introducing the concept of a…
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…
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…
As full AI-based automation remains out of reach in most real-world applications, the focus has instead shifted to leveraging the strengths of both human and AI agents, creating effective collaborative systems. The rapid advances in this…
Creating large-scale interactive 3D environments is essential for the development of Robotics and Embodied AI research. Current methods, including manual design, procedural generation, diffusion-based scene generation, and large language…
In order to facilitate analyzing video games as learning systems and instructional designs as games, we present a theoretical framework that integrates ideas from a broad range of literature. The framework describes games in terms of four…
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…
Designing a 3D game scene is a tedious task that often requires a substantial amount of work. Typically, this task involves synthesis, coloring, and placement of 3D models within the game scene. To lessen this workload, we can apply machine…
Drawing supports learning by externalizing mental models, but providing timely feedback at scale remains challenging. We present Draw2Learn, a system that explores how AI can act as a supportive teammate during drawing-based learning. The…
Effective teamwork is essential across diverse domains. During the team formation stage, a key challenge is forming teams that effectively balance user preferences with task objectives to enhance overall team satisfaction. In the team…
In this work, we introduce StageDesigner, the first comprehensive framework for artistic stage generation using large language models combined with layout-controlled diffusion models. Given the professional requirements of stage…
Designing pacing for video games presents a unique set of challenges. Due to their interactivity, non-linearity, and narrative nature, many aspects must be coordinated and considered simultaneously. In addition, games are often developed in…
Interacting with human agents in complex scenarios presents a significant challenge for robotic navigation, particularly in environments that necessitate both collision avoidance and collaborative interaction, such as indoor spaces. Unlike…