Related papers: An Integrated Framework for AI Assisted Level Desi…
We are entering our tenth year of the current Artificial Intelligence (AI) spring, and, as with previous AI hype cycles, the threat of an AI winter looms. AI winters occurred because of ineffective approaches towards navigating the…
Artificial intelligence is beginning to reduce the manual effort in the CAD-to-mesh pipeline. Written for meshing and geometry practitioners with limited AI background, this survey organizes recent work by workflow step. We cover part…
Mixed reality platforms allow users to create virtual environments, yet novice users struggle with both ideation and execution in spatial design. While existing AI models can automatically generate scenes based on user prompts, the lack of…
Graphical User Interface (or simply UI) is a primary mean of interaction between users and their devices. In this paper, we discuss three complementary Artificial Intelligence (AI) approaches for triggering the creativity of app designers…
Generative Adversarial Networks (GANs) are a machine learning approach capable of generating novel example outputs across a space of provided training examples. Procedural Content Generation (PCG) of levels for video games could benefit…
Human computer interaction is shifting from screen-based systems to multimodal interfaces where artificial intelligence powered systems increasingly interpret user intent through speech, gesture, and gaze. Yet users rarely understand how…
In the last decade, autonomous navigation for roboticshas been leveraged by deep learning and other approachesbased on machine learning. These approaches have demon-strated significant advantages in robotics performance. Butthey have the…
Real-world robotic tasks require complex reward functions. When we define the problem the robot needs to solve, we pretend that a designer specifies this complex reward exactly, and it is set in stone from then on. In practice, however,…
Graphical assets play an important role in the design and development of games. There is potential in the use of AI-driven generative tools, to aid in creating graphical assets, thus improving game design and development pipelines. However,…
Context: The video game industry is a billion dollar industry that faces problems in the way games are developed. One method to address these problems is using developer aid tools, such as Recommendation Systems. These tools assist…
Cross-platform development solutions can help to make software available on different devices and platforms. But these are normally restricted to preconfigured platforms and consider that each individual solution is equal or similar to each…
We present a pilot study on crea.blender, a novel co-creative game designed for large-scale, systematic assessment of distinct constructs of human creativity. Co-creative systems are systems in which humans and computers (often with Machine…
The recent development on large language models makes automatically constructing small programs possible. It thus has the potential to free software engineers from low-level coding and allow us to focus on the perhaps more interesting parts…
The balancing process for game levels in a competitive two-player context involves a lot of manual work and testing, particularly in non-symmetrical game levels. In this paper, we propose an architecture for automated balancing of…
Artificial intelligence (AI) in its various forms finds more and more its way into complex distributed systems. For instance, it is used locally, as part of a sensor system, on the edge for low-latency high-performance inference, or in the…
While shared autonomy offers significant potential for assistive robotics, key questions remain about how to effectively map 2D control inputs to 6D robot motions. An intuitive framework should allow users to input commands effortlessly,…
Game design hinges on understanding how static rules and content translate into dynamic player behavior - something modern generative systems that inspect only a game's code or assets struggle to capture. We present an automated design…
This paper presents a novel approach to procedural generation of urban maps for First Person Shooter (FPS) games. A multi-agent evolutionary system is employed to place streets, buildings and other items inside the Unity3D game engine,…
As more applications of large language models (LLMs) for 3D content for immersive environments emerge, it is crucial to study user behaviour to identify interaction patterns and potential barriers to guide the future design of immersive…
We present a collaborative mixed-initiative system for building levels for the puzzle game "Baba is You". Unlike previous mixed-initiative systems, Baba is Y'all is designed for collaborative asynchronous creation by multiple users over the…