Related papers: Organic Building Generation in Minecraft
Imitation learning is a powerful family of techniques for learning sensorimotor coordination in immersive environments. We apply imitation learning to attain state-of-the-art performance on hard exploration problems in the Minecraft…
Recent developments in 3D generative AI enable users to create bespoke 3D models from text or image prompts. However, these approaches provide limited control over spatial structure, making them ill suited for tasks requiring precise…
With the increasing integration of robots into human life, their role in architectural spaces where people spend most of their time has become more prominent. While motion capabilities and accurate localization for automated robots have…
We present a method for creating 3D indoor scenes with a generative model learned from a collection of semantic-segmented depth images captured from different unknown scenes. Given a room with a specified size, our method automatically…
The recent advances in text and image synthesis show a great promise for the future of generative models in creative fields. However, a less explored area is the one of 3D model generation, with a lot of potential applications to game…
This paper introduces EvoCraft, a framework for Minecraft designed to study open-ended algorithms. We introduce an API that provides an open-source Python interface for communicating with Minecraft to place and track blocks. In contrast to…
Automated floor plan generation has recently gained momentum with several methods that have been proposed. The CVAAD Floor Plan Auto-Completion workshop challenge introduced MSD, a new dataset that includes existing structural walls of the…
Advances in imaging methods such as electron microscopy, tomography and other modalities are enabling high-resolution reconstructions of cellular and organelle geometries. Such advances pave the way for using these geometries for…
As academic interest in procedural content generation (PCG) for games has increased, so has the need for methodologies for comparing and contrasting the output spaces of alternative PCG systems. In this paper we introduce and evaluate a…
Automated floorplanning or space layout planning has been a long-standing NP-hard problem in the field of computer-aided design, with applications in integrated circuits, architecture, urbanism, and operational research. In this paper, we…
The determination of space layout is one of the primary activities in the schematic design stage of an architectural project. The initial layout planning defines the shape, dimension, and circulation pattern of internal spaces; which can…
Diverse and realistic floor plan data are essential for the development of useful computer-aided methods in architectural design. Today's large-scale floor plan datasets predominantly feature simple floor plan layouts, typically…
Search-based procedural content generation (PCG) is a well-known method for level generation in games. Its key advantage is that it is generic and able to satisfy functional constraints. However, due to the heavy computational costs to run…
Text conditioned generative models for images have yielded impressive results. Text conditioned floorplan generation as a special type of raster image generation task also received particular attention. However there are many use cases in…
In this document we describe a rationale for a research program aimed at building an open "assistant" in the game Minecraft, in order to make progress on the problems of natural language understanding and learning from dialogue.
Natural plants are exemplars of adaptation through self-organisation and collective decision making. As such, they provide a rich source of inspiration for adaptive mechanisms in artificial systems. Plant growth - a structure development…
Generative models are now used to create a variety of high-quality digital artifacts. Yet their use in designing physical objects has received far less attention. In this paper, we advocate for the construction toy, LEGO, as a platform for…
Current data-driven floor plan generation methods often reproduce the ergonomic inefficiencies found in real-world training datasets. To address this, we propose a novel approach that integrates architectural design principles directly into…
Generating realistic 3D worlds occupied by moving humans has many applications in games, architecture, and synthetic data creation. But generating such scenes is expensive and labor intensive. Recent work generates human poses and motions…
Using a large-scale, experimentally captured 3D microstructure dataset, we implement the generative adversarial network (GAN) framework to learn and generate 3D microstructures of solid oxide fuel cell electrodes. The generated…