Related papers: "Press Space to Fire": Automatic Video Game Tutori…
The automatic generation of game tutorials is a challenging AI problem. While it is possible to generate annotations and instructions that explain to the player how the game is played, this paper focuses on generating a gameplay experience…
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…
This paper introduces a fully automatic method for generating video game tutorials. The AtDELFI system (AuTomatically DEsigning Legible, Full Instructions for games) was created to investigate procedural generation of instructions that…
Automated game design is the problem of automatically producing games through computational processes. Traditionally, these methods have relied on the authoring of search spaces by a designer, defining the space of all possible games for…
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 video game design, audio (both environmental background music and object sound effects) play a critical role. Sounds are typically pre-created assets designed for specific locations or objects in a game. However, user-generated content…
We introduce the problem of generating Let's Play-style commentary of gameplay video via machine learning. We propose an analysis of Let's Play commentary and a framework for building such a system. To test this framework we build an…
In this paper we present a process for automatically generating manuals for board games within the Ludii general game system. This process requires many different sub-tasks to be addressed, such as English translation of Ludii game…
Algorithms that generate computer game content require game design knowledge. We present an approach to automatically learn game design knowledge for level design from gameplay videos. We further demonstrate how the acquired design…
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…
This paper introduces the unsupervised learning problem of playable video generation (PVG). In PVG, we aim at allowing a user to control the generated video by selecting a discrete action at every time step as when playing a video game. The…
While artificial intelligence (AI) technology is becoming increasingly popular, its underlying mechanisms tend to remain opaque to most people. To address this gap, the field of AI literacy aims to develop various resources to teach people…
Procedural Content Generation (PCG) refers to the practice, in videogames and other games, of generating content such as levels, quests, or characters algorithmically. Motivated by the need to make games replayable, as well as to reduce…
Levels are a key component of many different video games, and a large body of work has been produced on how to procedurally generate game levels. Recently, Machine Learning techniques have been applied to video game level generation towards…
To solve a text-based game, an agent needs to formulate valid text commands for a given context and find the ones that lead to success. Recent attempts at solving text-based games with deep reinforcement learning have focused on the latter,…
A goal of artificial intelligence is to construct an agent that can solve a wide variety of tasks. Recent progress in text-guided image synthesis has yielded models with an impressive ability to generate complex novel images, exhibiting…
In this paper, we propose an AI based approach to Trailer Generation in the form of short videos for online educational courses. Trailers give an overview of the course to the learners and help them make an informed choice about the courses…
Interactive fictions, or text-adventures, are games in which a player interacts with a world entirely through textual descriptions and text actions. Text-adventure games are typically structured as puzzles or quests wherein the player must…
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 in video games has a long history. Existing procedural content generation methods, such as search-based, solver-based, rule-based and grammar-based methods have been applied to various content types such as…