Related papers: Intentional Computational Level Design
This paper presents a procedural generation method that creates visually attractive levels for the Angry Birds game. Besides being an immensely popular mobile game, Angry Birds has recently become a test bed for various artificial…
Procedural content generation (PCG) has become an increasingly popular technique in game development, allowing developers to generate dynamic, replayable, and scalable environments with reduced manual effort. In this study, a novel method…
Procedural Content Generation (PCG) is the algorithmic generation of content, often applied to games. PCG and PCG via Machine Learning (PCGML) have appeared in published games. However, it can prove difficult to apply these approaches in…
We propose the problem of tutorial generation for games, i.e. to generate tutorials which can teach players to play games, as an AI problem. This problem can be approached in several ways, including generating natural language descriptions…
Many games feature a progression of levels that doesn't adapt to the player. This can be problematic because some players may get stuck if the progression is too difficult, while others may find it boring if the progression is too slow to…
3D scene generation seeks to synthesize spatially structured, semantically meaningful, and photorealistic environments for applications such as immersive media, robotics, autonomous driving, and embodied AI. Early methods based on…
We consider chance-constrained problems with discrete random distribution. We aim for problems with a large number of scenarios. We propose a novel method based on the stochastic gradient descent method which performs updates of the…
Large language models (LLMs) offer promise for dynamic game content generation, but they face critical barriers, including narrative incoherence and high operational costs. Due to their large size, they are often accessed in the cloud,…
We introduce the concept of a generative infinite game, a video game that transcends the traditional boundaries of finite, hard-coded systems by using generative models. Inspired by James P. Carse's distinction between finite and infinite…
Most games have, or can be generalised to have, a number of parameters that may be varied in order to provide instances of games that lead to very different player experiences. The space of possible parameter settings can be seen as a…
The accurate and personalized estimation of task difficulty provides many opportunities for optimizing user experience. However, user diversity makes such difficulty estimation hard, in that empirical measurements from some user sample do…
The evaluation of procedural content generation (PCG) systems for generating video game levels is a complex and contested topic. Ideally, the field would have access to robust, generalisable and widely accepted evaluation approaches that…
Despite the recent progress of generative adversarial networks (GANs) at synthesizing photo-realistic images, producing complex urban scenes remains a challenging problem. Previous works break down scene generation into two consecutive…
Long-tail and rare event problems become crucial when autonomous driving algorithms are applied in the real world. For the purpose of evaluating systems in challenging settings, we propose a generative framework to create safety-critical…
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 explore AI-powered upscaling as a design assistance tool in the context of creating 2D game levels. Deep neural networks are used to upscale artificially downscaled patches of levels from the puzzle platformer game Lode Runner. The…
Large Language Models (LLMs) have shown great ability in generating executable code from natural language, opening the possibility of automatically constructing environments for AI agents. Recent work on Code World Models (CWMs)…
The Angry Birds AI competition has been held over many years to encourage the development of AI agents that can play Angry Birds game levels better than human players. Many different agents with various approaches have been employed over…
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…
Protecting against adversarial attacks is a common multiagent problem. Attackers in the real world are predominantly human actors, and the protection methods often incorporate opponent models to improve the performance when facing humans.…