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Machine learning for procedural content generation has recently become an active area of research. Levels vary in both form and function and are mostly unrelated to each other across games. This has made it difficult to assemble suitably…
We propose a new procedural content generation method which learns iterative level generators from a dataset of existing levels. The Path of Destruction method, as we call it, views level generation as repair; levels are created by…
Procedural Content Generation (PCG) methods are valuable tools to speed up the game development process. Moreover, PCG may also present in games as features, such as the procedural dungeon generation (PDG) in Moonlighter (Digital Sun,…
We applied Generative Adversarial Networks (GANs) to learn a model of DOOM levels from human-designed content. Initially, we analysed the levels and extracted several topological features. Then, for each level, we extracted a set of images…
We present practical approaches of using deep learning to create and enhance level maps and textures for video games -- desktop, mobile, and web. We aim to present new possibilities for game developers and level artists. The task of…
Procedurally generating cities in Minecraft provides players more diverse scenarios and could help understand and improve the design of cities in other digital worlds and the real world. This paper presents a city generator that was…
The procedural generation of levels and content in video games is a challenging AI problem. Often such generation relies on an intelligent way of evaluating the content being generated so that constraints are satisfied and/or objectives…
This paper presents a method for generating floor plans for structures in Minecraft (Mojang 2009). Given a 3D space, it will auto-generate a building to fill that space using a combination of constrained growth and cellular automata. The…
The design of video game levels is a complex and critical task. Levels need to elicit fun and challenge while avoiding frustration at all costs. In this paper, we present a framework to assist designers in the creation of levels for 2D…
We propose a new generative model for layout generation. We generate layouts in three steps. First, we generate the layout elements as nodes in a layout graph. Second, we compute constraints between layout elements as edges in the layout…
This paper proposes a two-stage text-to-floorplan generation framework that combines the reasoning capability of Large Language Models (LLMs) with the generative power of diffusion models. In the first stage, we leverage a Chain-of-Thought…
Procedural Content Generation for 3D game levels faces challenges in balancing spatial coherence, navigational functionality, and adaptable gameplay progression across multi-floor environments. This paper introduces a novel framework for…
Procedural content generation (PCG) is a growing field, with numerous applications in the video game industry and great potential to help create better games at a fraction of the cost of manual creation. However, much of the work in PCG is…
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…
We present Word2Minecraft, a system that leverages large language models to generate playable game levels in Minecraft based on structured stories. The system transforms narrative elements-such as protagonist goals, antagonist challenges,…
In computer games, traditional procedural terrain generation relies on a grid of vertices, with each point representing terrain elevation. For each square in the grid, two triangles are created by connecting fixed vertex indices, resulting…
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…
Three-dimensional building generation is vital for applications in gaming, virtual reality, and digital twins, yet current methods face challenges in producing diverse, structured, and hierarchically coherent buildings. We propose…
An increasingly common area of study in procedural content generation is the creation of level segments: short pieces that can be used to form larger levels. Previous work has used basic concatenation to form these larger levels. However,…
In this article, we present an experimental approach to using parameterized Generative Adversarial Networks (GANs) to produce levels for the puzzle game Lily's Garden. We extract two condition vectors from the real levels in an effort to…