Related papers: Generative Design in Minecraft: Chronicle Challeng…
Graph data structures offer a versatile and powerful means to model relationships and interconnections in various domains, promising substantial advantages in data representation, analysis, and visualization. In games, graph-based data…
Designers increasingly rely on procedural generation for automatic generation of content in various industries. These techniques require extensive knowledge of the desired content, and about how to actually implement such procedural…
An important challenge in reinforcement learning is training agents that can solve a wide variety of tasks. If tasks depend on each other (e.g. needing to learn to walk before learning to run), curriculum learning can speed up learning by…
Procedural Content Generation via Reinforcement Learning (PCGRL) offers a method for training controllable level designer agents without the need for human datasets, using metrics that serve as proxies for level quality as rewards. Existing…
We study building embodied agents for open-ended creative tasks. While existing methods build instruction-following agents that can perform diverse open-ended tasks, none of them demonstrates creativity -- the ability to give novel and…
We propose a new benchmark for planning tasks based on the Minecraft game. Our benchmark contains 45 tasks overall, but also provides support for creating both propositional and numeric instances of new Minecraft tasks automatically. We…
Multi-label classification (MLC) remains vulnerable to label imbalance, spurious correlations, and distribution shifts, challenges that are particularly detrimental to rare label prediction. To address these limitations, we introduce the…
AI Advancements have augmented casual writing and story generation, but their usage poses challenges in collaborative storytelling. In role-playing games such as Dungeons & Dragons (D&D), composing prompts using generative AI requires a…
Storytelling and narrative are fundamental to human experience, intertwined with our social and cultural engagement. As such, researchers have long attempted to create systems that can generate stories automatically. In recent years,…
Mixed-initiative Procedural Content Generation (PCG) refers to tools or systems in which a human designer works with an algorithm to produce game content. This area of research remains relatively under-explored, with the majority of…
World building forms the foundation of any task that requires narrative intelligence. In this work, we focus on procedurally generating interactive fiction worlds---text-based worlds that players "see" and "talk to" using natural language.…
Continual Learning (CL) poses a significant challenge in Artificial Intelligence, aiming to mirror the human ability to incrementally acquire knowledge and skills. While extensive research has focused on CL within the context of…
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…
While language models have become more capable of producing compelling language, we find there are still gaps in maintaining consistency, especially when describing events in a dynamically changing world. We study the setting of generating…
In the last decade, scenario-based serious-games have become a main tool for learning new skills and capabilities. An important factor in the development of such systems is the overhead in time, cost and human resources to manually create…
Some standardized environments have been designed for partially observable multi-agent cooperation, but we find most current environments are synchronous, whereas real-world agents often have their own action spaces leading to asynchrony.…
MineRL 2019 competition challenged participants to train sample-efficient agents to play Minecraft, by using a dataset of human gameplay and a limit number of steps the environment. We approached this task with behavioural cloning by…
In this paper, we investigate a novel artificial intelligence generation task termed Generated Contents Enrichment (GCE). Conventional AI content generation produces visually realistic content by implicitly enriching the given textual…
The scope of this survey paper is to explore the challenges in automatic story generation. We hope to contribute in the following ways: 1. Explore how previous research in story generation addressed those challenges. 2. Discuss future…
Procedural content generation has been applied to many domains, especially level design, but the narrative affordances of generated game environments are comparatively understudied. In this paper we present our first attempt to study these…