Related papers: Co-Creative Level Design via Machine Learning
Procedural Music Generation (PMG) is an emerging field that algorithmically creates music content for video games. By leveraging techniques from simple rule-based approaches to advanced machine learning algorithms, PMG has the potential to…
People enjoy encounters with generative software, but rarely are they encouraged to interact with, understand or engage with it. In this paper we define the term 'PCG-based game', and explain how this concept follows on from the idea of an…
With increasing interest in procedural content generation by academia and game developers alike, it is vital that different approaches can be compared fairly. However, evaluating procedurally generated video game levels is often difficult,…
Thanks to their generative capabilities, large language models (LLMs) have become an invaluable tool for creative processes. These models have the capacity to produce hundreds and thousands of visual and textual outputs, offering abundant…
Project-based learning (PBL) is an instructional method that is very helpful in nurturing students' creativity, but it requires significant time and energy from both students and teachers. Large language models (LLMs) have been proven to…
Procedural terrain generation for video games has been traditionally been done with smartly designed but handcrafted algorithms that generate heightmaps. We propose a first step toward the learning and synthesis of these using recent…
Creating digital models using Computer Aided Design (CAD) is a process that requires in-depth expertise. In industrial product development, this process typically involves entire teams of engineers, spanning requirements engineering, CAD…
Game AI designers must manage complex interactions between the AI character, the game world, and the player, while achieving their design visions. Computational co-creativity tools can aid them, but first, AI and HCI researchers must gather…
Process Reward Models (PRMs) have emerged as a powerful tool for providing step-level feedback when evaluating the reasoning of Large Language Models (LLMs), which frequently produce chains of thought (CoTs) containing errors even when the…
This paper introduces the Procedural Content Generation Benchmark for evaluating generative algorithms on different game content creation tasks. The benchmark comes with 12 game-related problems with multiple variants on each problem.…
Role-playing games (RPG) are games in which players interact with one another to create narratives. The role of players in the RPG is largely based on the interaction between players and their characters. This emerging form of shared…
There has been significant research interest in Procedural Level Generation via Machine Learning (PLGML), applying ML techniques to automated level generation. One recent trend is in the direction of learning representations for level…
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…
We present Large Language Model for Mixed Reality (LLMR), a framework for the real-time creation and modification of interactive Mixed Reality experiences using LLMs. LLMR leverages novel strategies to tackle difficult cases where ideal…
This paper presents an adaptive level generation algorithm for the physics-based puzzle game Angry Birds. The proposed algorithm is based on a pre-existing level generator for this game, but where the difficulty of the generated levels can…
The paper presents the PCGPT framework, an innovative approach to procedural content generation (PCG) using offline reinforcement learning and transformer networks. PCGPT utilizes an autoregressive model based on transformers to generate…
Machine learning has been applied to a number of creative, design-oriented tasks. However, it remains unclear how to best empower human users with these machine learning approaches, particularly those users without technical expertise. In…
Balancing games, especially those with asymmetric multiplayer content, requires significant manual effort and extensive human playtesting during development. For this reason, this work focuses on generating balanced levels tailored to…
Procedural content generation (PCG) has recently become one of the hottest topics in computational intelligence and AI game researches. Among a variety of PCG techniques, search-based approaches overwhelmingly dominate PCG development at…
General Video Game Playing (GVGP) aims at designing an agent that is capable of playing multiple video games with no human intervention. In 2014, The General Video Game AI (GVGAI) competition framework was created and released with the…