Related papers: General Video Game Rule Generation
Prior research has shown variational autoencoders (VAEs) to be useful for generating and blending game levels by learning latent representations of existing level data. We build on such models by exploring the level design affordances and…
Music Generation (MG) is an interesting research topic that links the art of music and Artificial Intelligence (AI). The goal is to train an artificial composer to generate infinite, fresh, and pleasurable musical pieces. Music has…
Serious Games (SGs) are nowadays shifting focus to include procedural content generation (PCG) in the development process as a means of offering personalized and enhanced player experience. However, the development of a framework to assess…
Generative adversarial networks (GANs) are quickly becoming a ubiquitous approach to procedurally generating video game levels. While GAN generated levels are stylistically similar to human-authored examples, human designers often want to…
Generative AI applications present unique design challenges. As generative AI technologies are increasingly being incorporated into mainstream applications, there is an urgent need for guidance on how to design user experiences that foster…
Procedural Content Generation (PCG) is defined as the automatic creation of game content using algorithms. PCG has a long history in both the game industry and the academic world. It can increase player engagement and ease the work of game…
This paper presents a novel framework for automated game template generation by transforming Game Design Documents (GDDs) into functional Unity game prototypes using Natural Language Processing (NLP) and multi-modal Large Language Models…
Generative videos have the potential to revolutionize game development by autonomously creating new content. In this paper, we present GameFactory, a framework for action-controlled scene-generalizable game video generation. We first…
Maps are a very important component of strategy games, and a time-consuming task if done by hand. Maps generated by traditional PCG techniques such as Perlin noise or tile-based PCG techniques look unnatural and unappealing, thus not…
Recent years, there has been growing interests in experience-driven procedural level generation. Various metrics have been formulated to model player experience and help generate personalised levels. In this work, we question whether…
Most games have, or can be generalised to have, a number of parameters that may be varied in order to provide instances of games that lead to very different player experiences. The space of possible parameter settings can be seen as a…
With the technology development, the need of analyze and extraction of useful information is increasing. Bayesian networks contain knowledge from data and experts that could be used for decision making processes But they are not easily…
Recent advances in neural network-based generative modeling have reignited the hopes in having computer systems capable of seamlessly conversing with humans and able to understand natural language. Neural architectures have been employed to…
Beginning with text and images, generative AI has expanded to audio, video, computer code, and molecules. Yet, if generative AI is the answer, what is the question? We explore the foundations of generation as a distinct machine learning…
The Game Description Language (GDL) is a widely used formalism for specifying the rules of general games. Writing correct GDL descriptions can be challenging, especially for non-experts. Automated theorem proving has been proposed to assist…
There is general agreement that some form of regulation is necessary both for AI creators to be incentivised to develop trustworthy systems, and for users to actually trust those systems. But there is much debate about what form these…
We explore a new way to evaluate generative models using insights from evaluation of competitive games between human players. We show experimentally that tournaments between generators and discriminators provide an effective way to evaluate…
There are few principles or guidelines to ensure evaluations of generative AI (GenAI) models and systems are effective. To help address this gap, we propose a set of general dimensions that capture critical choices involved in GenAI…
Reinforcement learning algorithms have performed well in playing challenging board and video games. More and more studies focus on improving the generalisation ability of reinforcement learning algorithms. The General Video Game AI Learning…
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…