Related papers: Co-Creative Level Design via Machine Learning
Large language models (LLMs) have revolutionized automated code generation, yet the evaluation of their real-world effectiveness remains limited by static benchmarks and simplistic metrics. We present ProxyWar, a novel framework that…
Game environments provide rich, controllable settings that stimulate many aspects of real-world complexity. As such, game agents offer a valuable testbed for exploring capabilities relevant to Artificial General Intelligence. Recently, the…
Current scientific research witnesses various attempts at applying Large Language Models for scenario generation but is inclined only to comprehensive or dangerous scenarios. In this paper, we seek to build a three-stage framework that not…
As academic interest in procedural content generation (PCG) for games has increased, so has the need for methodologies for comparing and contrasting the output spaces of alternative PCG systems. In this paper we introduce and evaluate a…
Procedural Content Generation via Machine Learning (PCGML) has enhanced game content creation, yet challenges in controllability and limited training data persist. This study addresses these issues by distilling a constructive PCG algorithm…
In this paper, we present a method for automated persona-driven video game tutorial level generation. Tutorial levels are scenarios in which the player can explore and discover different rules and game mechanics. Procedural personas can…
Game-based learning (GBL) is widely adopted in mathematics education. It enhances learners' engagement and critical thinking throughout the mathematics learning process. However, enabling players to learn intrinsically through mathematical…
As artificial intelligence (AI) continues to evolve from a back-end computational tool into an interactive, generative collaborator, its integration into early-stage design processes demands a rethinking of traditional workflows in…
Procedurally generated video game content has the potential to drastically reduce the content creation budget of game developers and large studios. However, adoption is hindered by limitations such as slow generation, as well as low quality…
Existing novice-friendly machine learning (ML) modeling tools center around a solo user experience, where a single user collects only their own data to build a model. However, solo modeling experiences limit valuable opportunities for…
Programmers increasingly rely on Large Language Models (LLMs) for code generation. However, misalignment between programmers' goals and generated code complicates the code evaluation process and demands frequent switching between prompt…
Natural language generation systems (NLG) map non-linguistic representations into strings of words through a number of steps using intermediate representations of various levels of abstraction. Template based systems, by contrast, tend to…
Large Language Models (LLMs) are increasingly applied for Process Modeling (PMo) tasks such as Process Model Generation (PMG). To support these tasks, researchers have introduced a variety of Process Model Representations (PMRs) that serve…
This chapter outlines the relation between artificial intelligence (AI) / machine learning (ML) algorithms and digital games. This relation is two-fold: on one hand, AI/ML researchers can generate large, in-the-wild datasets of human…
The development of generative Machine Learning (ML) models in creative practices, enabled by the recent improvements in usability and availability of pre-trained models, is raising more and more interest among artists, practitioners and…
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…
Expressive range analysis is a visualization-based technique used to evaluate the performance of generative models, particularly in game level generation. It typically employs two quantifiable metrics to position generated artifacts on a 2D…
Generative AI faces many challenges when entering the product design workflow, such as interface usability and interaction patterns. Therefore, based on design thinking and design process, we developed the DesignGPT multi-agent…
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…
In this work, we present TOAD-GAN (Token-based One-shot Arbitrary Dimension Generative Adversarial Network), a novel Procedural Content Generation (PCG) algorithm that generates token-based video game levels. TOAD-GAN follows the SinGAN…