Related papers: Mario Level Generation From Mechanics Using Scene …
We introduce a procedural content generation (PCG) framework at the intersections of experience-driven PCG and PCG via reinforcement learning, named ED(PCG)RL, EDRL in short. EDRL is able to teach RL designers to generate endless playable…
Music generation with the aid of computers has been recently grabbed the attention of many scientists in the area of artificial intelligence. Deep learning techniques have evolved sequence production methods for this purpose. Yet, a…
We introduce STORY2GAME, a novel approach to using Large Language Models to generate text-based interactive fiction games that starts by generating a story, populates the world, and builds the code for actions in a game engine that enables…
In this paper, we present a method for automated persona-driven video game tutorial level generation. Tutorial levels are scenarios in which the player can explore and discover different rules and game mechanics. Procedural personas can…
We applied Generative Adversarial Networks (GANs) to learn a model of DOOM levels from human-designed content. Initially, we analysed the levels and extracted several topological features. Then, for each level, we extracted a set of images…
This paper presents a procedural generation method that creates visually attractive levels for the Angry Birds game. Besides being an immensely popular mobile game, Angry Birds has recently become a test bed for various artificial…
Text-to-level generation aims to translate natural language descriptions into structured game levels, enabling intuitive control over procedural content generation. While prior text-to-level generators are typically limited to a single game…
We propose a new score-based model with one-step sampling. Previously, score-based models were burdened with heavy computations due to iterative sampling. For substituting the iterative process, we train a standalone generator to compress…
We introduce a method for the generation of images from an input scene graph. The method separates between a layout embedding and an appearance embedding. The dual embedding leads to generated images that better match the scene graph, have…
Character customization system is an important component in Role-Playing Games (RPGs), where players are allowed to edit the facial appearance of their in-game characters with their own preferences rather than using default templates. This…
Drawing freehand sketches of mechanical components on multimedia devices for AI-based engineering modeling has become a new trend. However, its development is being impeded because existing works cannot produce suitable sketches for…
We present RLSS: a reinforcement learning algorithm for sequential scene generation. This is based on employing the proximal policy optimization (PPO) algorithm for generative problems. In particular, we consider how to effectively reduce…
Generating sketches with specific patterns as expected, i.e., manipulating sketches in a controllable way, is a popular task. Recent studies control sketch features at stroke-level by editing values of stroke embeddings as conditions.…
Expressive range analysis is a visualization-based technique used to evaluate the performance of generative models, particularly in game level generation. It typically employs two quantifiable metrics to position generated artifacts on a 2D…
Synthetic 3D scenes are essential for developing Physical AI and generative models. Existing procedural generation methods often have low output throughput, creating a significant bottleneck in scaling up dataset creation. In this work, we…
Generating safety-critical scenarios is essential for testing and verifying the safety of autonomous vehicles. Traditional optimization techniques suffer from the curse of dimensionality and limit the search space to fixed parameter spaces.…
Text-to-image models are showcasing the impressive ability to create high-quality and diverse generative images. Nevertheless, the transition from freehand sketches to complex scene images remains challenging using diffusion models. In this…
The visual world we sense, interpret and interact everyday is a complex composition of interleaved physical entities. Therefore, it is a very challenging task to generate vivid scenes of similar complexity using computers. In this work, we…
We present tile2tile, an approach for style transfer between levels of tile-based platformer games. Our method involves training models that translate levels from a lower-resolution sketch representation based on tile affordances to the…
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…