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Verifying highly automated driving functions can be challenging, requiring identifying relevant test scenarios. Scenario-based testing will likely play a significant role in verifying these systems, predominantly occurring within…
Most existing sequence generation models produce outputs in one pass, usually left-to-right. However, this is in contrast with a more natural approach that humans use in generating content; iterative refinement and editing. Recent work has…
This paper introduces a new system to design constructive level generators by searching the space of constructive level generators defined by Marahel language. We use NSGA-II, a multi-objective optimization algorithm, to search for…
Generating music with deep neural networks has been an area of active research in recent years. While the quality of generated samples has been steadily increasing, most methods are only able to exert minimal control over the generated…
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…
We present a system for generating indoor scenes in response to text prompts. The prompts are not limited to a fixed vocabulary of scene descriptions, and the objects in generated scenes are not restricted to a fixed set of object…
Random graphs with prescribed degree sequences have been widely used as a model of complex networks. Comparing an observed network to an ensemble of such graphs allows one to detect deviations from randomness in network properties. Here we…
In recent years, Artificial Intelligence Generated Content (AIGC) has advanced from text-to-image generation to text-to-video and multimodal video synthesis. However, generating playable games presents significant challenges due to the…
This paper introduces the Procedural Content Generation Benchmark for evaluating generative algorithms on different game content creation tasks. The benchmark comes with 12 game-related problems with multiple variants on each problem.…
We present a new, fast and flexible pipeline for indoor scene synthesis that is based on deep convolutional generative models. Our method operates on a top-down image-based representation, and inserts objects iteratively into the scene by…
Despite the recent progress of generative adversarial networks (GANs) at synthesizing photo-realistic images, producing complex urban scenes remains a challenging problem. Previous works break down scene generation into two consecutive…
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…
We introduce VertexRegen, a novel mesh generation framework that enables generation at a continuous level of detail. Existing autoregressive methods generate meshes in a partial-to-complete manner and thus intermediate steps of generation…
Chapter generation becomes practical technique for online videos nowadays. The chapter breakpoints enable users to quickly find the parts they want and get the summative annotations. However, there is no public method and dataset for this…
Autonomous driving technology has five levels, from L0 to L5. Currently, only the L2 level (partial automation) can be achieved, and there is a long way to go before reaching the final level of L5 (full automation). The key to crossing…
Generating high-fidelity, physically interactive 3D simulated tabletop scenes is essential for embodied AI -- especially for robotic manipulation policy learning and data synthesis. However, current text- or image-driven 3D scene generation…
Terrains are the main part of an electronic game. To reduce human effort on game development, procedural techniques are used to generate synthetic terrains. However rendering a terrain is not a trivial task. Their rendering techniques must…
Scene graph generation (SGG) is a fundamental task aimed at detecting visual relations between objects in an image. The prevailing SGG methods require all object classes to be given in the training set. Such a closed setting limits the…
Cutscenes form an integral part of many video games, but their creation is costly, time-consuming, and requires skills that many game developers lack. While AI has been leveraged to semi-automate cutscene production, the results typically…
We present a method for text-driven perpetual view generation -- synthesizing long-term videos of various scenes solely, given an input text prompt describing the scene and camera poses. We introduce a novel framework that generates such…