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Numerous methods have been proposed for probabilistic generative modelling of 3D objects. However, none of these is able to produce textured objects, which renders them of limited use for practical tasks. In this work, we present the first…
Urban design is a multifaceted process that demands careful consideration of site-specific constraints and collaboration among diverse professionals and stakeholders. The advent of generative artificial intelligence (GenAI) offers…
Recent text-to-scene generation approaches largely reduced the manual efforts required to create 3D scenes. However, their focus is either to generate a scene layout or to generate objects, and few generate both. The generated scene layout…
Cartoons are an important part of our entertainment culture. Though drawing a cartoon is not for everyone, creating it using an arrangement of basic geometric primitives that approximates that character is a fairly frequent technique in…
This article outlines what we learned from the first year of the AI Settlement Generation Competition in Minecraft, a competition about producing AI programs that can generate interesting settlements in Minecraft for an unseen map. This…
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…
We present Lode Encoder, a gamified mixed-initiative level creation system for the classic platform-puzzle game Lode Runner. The system is built around several autoencoders which are trained on sets of Lode Runner levels. When fed with the…
Procedural content generation (PCG) can be applied to a wide variety of tasks in games, from narratives, levels and sounds, to trees and weapons. A large amount of game content is comprised of graphical assets, such as clouds, buildings or…
Procedural city generation that focuses on believability and adaptability to random terrain is a difficult challenge in the field of Procedural Content Generation (PCG). Dozens of researchers compete for a realistic approach in challenges…
With the fast progress of generative AI in recent years, more games are integrating generated content, raising questions regarding how players perceive and respond to this content. To investigate, we ran a mixed-method survey on the games…
Generating realistic 3D indoor scenes from user inputs remains a challenging problem in computer vision and graphics, requiring careful balance of geometric consistency, spatial relationships, and visual realism. While neural generation…
Three-dimensional content generation has progressed from producing isolated, visually plausible shapes to constructing structured assets that can be deployed in real-time interactive environments. This trajectory is driven by converging…
Behavior trees (BTs) are a popular method for modeling NPC and enemy AI behavior and have been widely used in commercial games. In this work, rather than use BTs to model game playing agents, we use them for modeling game design agents,…
Heterogeneous graphs are present in various domains, such as social networks, recommendation systems, and biological networks. Unlike homogeneous graphs, heterogeneous graphs consist of multiple types of nodes and edges, each representing…
3D scene generation plays a crucial role in gaming, artistic creation, virtual reality, and many other domains. However, current 3D scene design still relies heavily on extensive manual effort from creators, and existing automated methods…
In this paper, we propose a methodology designed to support decision-making during the execution phase of military ground combat operations, with a focus on one's actions. This methodology generates and evaluates recommendations for various…
We present Layout-Your-3D, a framework that allows controllable and compositional 3D generation from text prompts. Existing text-to-3D methods often struggle to generate assets with plausible object interactions or require tedious…
This paper presents a novel approach to generating the 3D motion of a human interacting with a target object, with a focus on solving the challenge of synthesizing long-range and diverse motions, which could not be fulfilled by existing…
Designing metal-organic frameworks (MOFs) with novel chemistries is a longstanding challenge due to their large combinatorial space and complex 3D arrangements of the building blocks. While recent deep generative models have enabled…
Automatically adapting game content to players opens new doors for game development. In this paper we propose an architecture using persona agents and experience metrics, which enables evolving procedurally generated levels tailored for…