Related papers: Explainable PCGML via Game Design Patterns
We introduce Concept Bottleneck Protein Language Models (CB-pLM), a generative masked language model with a layer where each neuron corresponds to an interpretable concept. Our architecture offers three key benefits: i) Control: We can…
Although procedural generation is popular among game developers, academic research on the topic has primarily focused on new applications, with some research into empirical analysis. In this paper we relate theoretical work in information…
Materials design often relies on human-generated hypotheses, a process inherently limited by cognitive constraints such as knowledge gaps and limited ability to integrate and extract knowledge implications, particularly when…
In healthcare there is a pursuit for employing interpretable algorithms to assist healthcare professionals in several decision scenarios. Following the Predictive, Descriptive and Relevant (PDR) framework, the definition of interpretable…
Model explainability has become an important problem in machine learning (ML) due to the increased effect that algorithmic predictions have on humans. Explanations can help users understand not only why ML models make certain predictions,…
Probabilistic graphical modeling (PGM) provides a framework for formulating an interpretable generative process of data and expressing uncertainty about unknowns, but it lacks flexibility. Deep learning (DL) is an alternative framework for…
Procedurally generating cohesive and interesting game environments is challenging and time-consuming. In order for the relationships between the game elements to be natural, common-sense has to be encoded into arrangement of the elements.…
Children learn though play. We introduce the analogous idea of learning programs through play. In this approach, a program induction system (the learner) is given a set of tasks and initial background knowledge. Before solving the tasks,…
There is much interest in using large pre-trained models in Automatic Game Design (AGD), whether via the generation of code, assets, or more abstract conceptualization of design ideas. But so far this interest largely stems from the ad hoc…
Human collaboration with systems within the Computational Creativity (CC) field is often restricted to shallow interactions, where the creative processes, of systems and humans alike, are carried out in isolation, without any (or little)…
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…
Large Language Models (LLMs) have revolutionised the field of Natural Language Processing (NLP) and have achieved state-of-the-art performance in practically every task in this field. However, the prevalent approach used in text generation,…
This paper takes an exploratory approach to examine the use of ChatGPT for pattern mining. It proposes an eight-step collaborative process that combines human insight with AI capabilities to extract patterns from known uses. The paper…
Large Language Models (LLMs) often exhibit limited logical coherence, mapping premises to conclusions without adherence to explicit inference rules. We propose Proof-Carrying Reasoning with LLMs (PCRLLM), a framework that constrains…
Educational games can foster critical thinking, problem-solving, and motivation, yet instructors often find it difficult to design games that reliably achieve specific learning outcomes. Existing authoring environments reduce the need for…
Results from a triple-blind mixed-method user study into the effectiveness of mixed-initiative tools for the procedural generation of game levels are presented. A tool which generates levels using interactive evolutionary optimisation was…
We propose a new General Game Playing (GGP) system called Regular Games (RG). The main goal of RG is to be both computationally efficient and convenient for game design. The system consists of several languages. The core component is a…
The human ability to learn rules and solve problems has been a central concern of cognitive science research since the field's earliest days. But we do not just follow rules and solve problems given to us by others: we modify those rules,…
In this paper, we evaluate the capability of transformer-based language models in making inferences over uncertain text that includes uncertain rules of reasoning. We cover both Pre-trained Language Models (PLMs) and generative Large…
This paper introduces a system used to generate game feature suggestions based on a text prompt. Trained on the game descriptions of almost 60k games, it uses the word embeddings of a small GLoVe model to extract features and entities found…