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Related papers: Co-Creative Level Design via Machine Learning

200 papers

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…

Software Engineering · Computer Science 2026-02-05 Wenjun Peng , Xinyu Wang , Qi Wu

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…

Artificial Intelligence · Computer Science 2025-11-05 Sihao Hu , Tiansheng Huang , Gaowen Liu , Ramana Rao Kompella , Fatih Ilhan , Selim Furkan Tekin , Yichang Xu , Zachary Yahn , Ling Liu

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…

Artificial Intelligence · Computer Science 2025-01-22 Yicheng Xiao , Yangyang Sun , Yicheng Lin

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…

Human-Computer Interaction · Computer Science 2022-11-01 Oliver Withington , Laurissa Tokarchuk

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…

Artificial Intelligence · Computer Science 2025-02-04 Yuhe Nie , Michael Middleton , Tim Merino , Nidhushan Kanagaraja , Ashutosh Kumar , Zhan Zhuang , Julian Togelius

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…

Artificial Intelligence · Computer Science 2022-04-12 Michael Cerny Green , Ahmed Khalifa , M Charity , Julian Togelius

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…

Machine Learning · Computer Science 2026-03-30 Jie Gao , Adam K. Dubé

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…

Human-Computer Interaction · Computer Science 2025-07-25 Zhangqi Liu

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…

Neural and Evolutionary Computing · Computer Science 2022-04-15 Michael Beukman , Christopher W Cleghorn , Steven James

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…

Human-Computer Interaction · Computer Science 2023-06-16 Tiffany Tseng , Jennifer King Chen , Mona Abdelrahman , Mary Beth Kery , Fred Hohman , Adriana Hilliard , R. Benjamin Shapiro

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…

Software Engineering · Computer Science 2023-12-27 Ryan Yen , Jiawen Zhu , Sangho Suh , Haijun Xia , Jian Zhao

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…

Computation and Language · Computer Science 2007-05-23 Emanuele Pianta , Lucia M. Tovena

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…

Computation and Language · Computer Science 2025-07-16 Alexis Brissard , Frédéric Cuppens , Amal Zouaq

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…

Artificial Intelligence · Computer Science 2021-05-10 Kostas Karpouzis , George Tsatiris

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…

Machine Learning · Statistics 2022-11-17 Axel Chemla--Romeu-Santos , Philippe Esling

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…

Artificial Intelligence · Computer Science 2021-06-22 Matthew C. Fontaine , Ruilin Liu , Ahmed Khalifa , Jignesh Modi , Julian Togelius , Amy K. Hoover , Stefanos Nikolaidis

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…

Machine Learning · Computer Science 2025-04-09 Mahsa Bazzaz , Seth Cooper

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…

Artificial Intelligence · Computer Science 2023-11-21 Shiying Ding , Xinyi Chen , Yan Fang , Wenrui Liu , Yiwu Qiu , Chunlei Chai

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…

Artificial Intelligence · Computer Science 2020-10-12 Jialin Liu , Sam Snodgrass , Ahmed Khalifa , Sebastian Risi , Georgios N. Yannakakis , Julian Togelius

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…

Machine Learning · Computer Science 2020-08-05 Maren Awiszus , Frederik Schubert , Bodo Rosenhahn
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