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We present an approach to generate novel computer game levels that blend different game concepts in an unsupervised fashion. Our primary contribution is an analogical reasoning process to construct blends between level design models learned…
Procedural Content Generation (PCG) and Procedural Content Generation via Machine Learning (PCGML) have been used in prior work for generating levels in various games. This paper introduces Content Augmentation and focuses on the subproblem…
Variational autoencoders (VAEs) have been used in prior works for generating and blending levels from different games. To add controllability to these models, conditional VAEs (CVAEs) were recently shown capable of generating output that…
Co-creative Procedural Content Generation via Machine Learning (PCGML) refers to systems where a PCGML agent and a human work together to produce output content. One of the limitations of co-creative PCGML is that it requires co-creative…
Levels are a key component of many different video games, and a large body of work has been produced on how to procedurally generate game levels. Recently, Machine Learning techniques have been applied to video game level generation towards…
Video game level generation based on machine learning (ML), in particular, deep generative models, has attracted attention as a technique to automate level generation. However, applications of existing ML-based level generations are mostly…
Narrative archetypes (e.g., Hero's Journey, Three-act structure) provide universal story structures that resonate across cultures and media and are important for video game storytelling, yet existing LLM-based methods lack explicit use of…
In the architectural design process, floor plan generation is inherently progressive and iterative. However, existing generative models for floor plans are predominantly end-to-end generation that produce an entire pixel-based layout in a…
This paper presents an interactive platform to interpret multi-objective evolutionary algorithms. Sokoban level generation is selected as a showcase for its widespread use in procedural content generation. By balancing the emptiness and…
Designing a 3D game scene is a tedious task that often requires a substantial amount of work. Typically, this task involves synthesis, coloring, and placement of 3D models within the game scene. To lessen this workload, we can apply machine…
Procedural generation is used across game design to achieve a wide variety of ends, and has led to the creation of several game subgenres by injecting variance, surprise or unpredictability into otherwise static designs. Information games…
Automatic generation of level maps is a popular form of automatic content generation. In this study, a recently developed technique employing the {\em do what's possible} representation is used to create open-ended level maps. Generation of…
Generative models for level generation have shown great potential in game production. However, they often provide limited control over the generation, and the validity of the generated levels is unreliable. Despite this fact, only a few…
Accurately drawing 3D objects is difficult for untrained individuals, as it requires an understanding of perspective and its effects on geometry and proportions. Step-by-step tutorials break the complex task of sketching an entire object…
This work introduces World-GAN, the first method to perform data-driven Procedural Content Generation via Machine Learning in Minecraft from a single example. Based on a 3D Generative Adversarial Network (GAN) architecture, we are able to…
Generating realistic building layouts for automatic building design has been studied in both the computer vision and architecture domains. Traditional approaches from the architecture domain, which are based on optimization techniques or…
Procedurally generating cohesive and interesting game environments is challenging and time-consuming. In order for the relationships between the game elements to be natural, common-sense has to be encoded into arrangement of the elements.…
A plateau in a Motzkin path is a sequence of three steps: an up step, a horizontal step, then a down step. We find three different forms for the bivariate generating function for plateaus in Motzkin paths, then generalize to longer…
Generative Adversarial Networks (GANs) have demonstrated their ability to learn patterns in data and produce new exemplars similar to, but different from, their training set in several domains, including video games. However, GANs have a…
Recent progress in 3D object generation has greatly improved both the quality and efficiency. However, most existing methods generate a single mesh with all parts fused together, which limits the ability to edit or manipulate individual…