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Games like Super Mario Maker 2 (SMM2) lower the barrier for casual users to become level designers. In this paper, we set out to analyze a vast amount of data about SMM2 user-written levels, in order to understand what factors affect a…

Human-Computer Interaction · Computer Science 2025-07-30 Carlo A. Furia , Andrea Mocci

We propose StitchNet, a novel neural network creation paradigm that stitches together fragments (one or more consecutive network layers) from multiple pre-trained neural networks. StitchNet allows the creation of high-performing neural…

Machine Learning · Computer Science 2023-09-26 Surat Teerapittayanon , Marcus Comiter , Brad McDanel , H. T. Kung

The advent of large pre-trained generative language models has provided a common framework for AI story generation via sampling the model to create sequences that continue the story. However, sampling alone is insufficient for story…

Computation and Language · Computer Science 2021-12-17 Amal Alabdulkarim , Winston Li , Lara J. Martin , Mark O. Riedl

Procedural Content Generation for 3D game levels faces challenges in balancing spatial coherence, navigational functionality, and adaptable gameplay progression across multi-floor environments. This paper introduces a novel framework for…

Artificial Intelligence · Computer Science 2025-08-27 Kaijie Xu , Clark Verbrugge

While recent advancements in generative models have achieved remarkable visual fidelity in video synthesis, creating coherent multi-shot narratives remains a significant challenge. To address this, keyframe-based approaches have emerged as…

Computer Vision and Pattern Recognition · Computer Science 2026-03-17 Peixuan Zhang , Zijian Jia , Kaiqi Liu , Shuchen Weng , Si Li , Boxin Shi

Current scientific research witnesses various attempts at applying Large Language Models for scenario generation but is inclined only to comprehensive or dangerous scenarios. In this paper, we seek to build a three-stage framework that not…

Artificial Intelligence · Computer Science 2025-01-22 Yicheng Xiao , Yangyang Sun , Yicheng Lin

In this paper, we explore the generation of one-liner jokes through multi-step reasoning. Our work involved reconstructing the process behind creating humorous one-liners and developing a working prototype for humor generation. We conducted…

Computation and Language · Computer Science 2024-05-14 Alexey Tikhonov , Pavel Shtykovskiy

This paper introduces a fully automatic method of mechanic illumination for general video game level generation. Using the Constrained MAP-Elites algorithm and the GVG-AI framework, this system generates the simplest tile based levels that…

Artificial Intelligence · Computer Science 2022-08-25 M Charity , Michael Cerny Green , Ahmed Khalifa , Julian Togelius

Rigged 3D assets are fundamental to 3D deformation and animation. However, existing 3D generation methods face challenges in generating animatable geometry, while rigging techniques lack fine-grained structural control over skeleton…

Computer Vision and Pattern Recognition · Computer Science 2026-02-17 Ruisi Zhao , Haoren Zheng , Zongxin Yang , Hehe Fan , Yi Yang

We develop a method for producing vector sketches one part at a time. To do this, we train a multi-modal language model-based agent using a novel multi-turn process-reward reinforcement learning following supervised fine-tuning. Our…

Artificial Intelligence · Computer Science 2026-04-27 Xiaodan Du , Ruize Xu , David Yunis , Yael Vinker , Greg Shakhnarovich

Recent procedural content generation via machine learning (PCGML) methods allow learning from existing content to produce similar content automatically. While these approaches are able to generate content for different games (e.g. Super…

Artificial Intelligence · Computer Science 2020-05-27 Vanessa Volz , Niels Justesen , Sam Snodgrass , Sahar Asadi , Sami Purmonen , Christoffer Holmgård , Julian Togelius , Sebastian Risi

Many safety-critical applications, especially in autonomous driving, require reliable object detectors. They can be very effectively assisted by a method to search for and identify potential failures and systematic errors before these…

Computer Vision and Pattern Recognition · Computer Science 2024-04-11 Valentyn Boreiko , Matthias Hein , Jan Hendrik Metzen

Balancing games, especially those with asymmetric multiplayer content, requires significant manual effort and extensive human playtesting during development. For this reason, this work focuses on generating balanced levels tailored to…

Machine Learning · Computer Science 2025-04-01 Florian Rupp , Kai Eckert

We propose the problem of tutorial generation for games, i.e. to generate tutorials which can teach players to play games, as an AI problem. This problem can be approached in several ways, including generating natural language descriptions…

Artificial Intelligence · Computer Science 2018-05-31 Michael Cerny Green , Ahmed Khalifa , Gabriella A. B. Barros , Julian Togelius

Variational autoencoders (VAEs) have been shown to be able to generate game levels but require manual exploration of the learned latent space to generate outputs with desired attributes. While conditional VAEs address this by allowing…

Machine Learning · Computer Science 2020-09-22 Zhihan Yang , Anurag Sarkar , Seth Cooper

We present a technique for zero-shot generation of a 3D model using only a target text prompt. Without any 3D supervision our method deforms the control shape of a limit subdivided surface along with its texture map and normal map to obtain…

Computer Vision and Pattern Recognition · Computer Science 2022-09-07 Nasir Mohammad Khalid , Tianhao Xie , Eugene Belilovsky , Tiberiu Popa

Training robots in simulation requires diverse 3D scenes that reflect the specific challenges of downstream tasks. However, scenes that satisfy strict task requirements, such as high-clutter environments with plausible spatial arrangement,…

Robotics · Computer Science 2025-08-27 Nicholas Pfaff , Hongkai Dai , Sergey Zakharov , Shun Iwase , Russ Tedrake

Many games feature a progression of levels that doesn't adapt to the player. This can be problematic because some players may get stuck if the progression is too difficult, while others may find it boring if the progression is too slow to…

Artificial Intelligence · Computer Science 2023-04-28 Colan F. Biemer , Seth Cooper

There has been significant research interest in Procedural Level Generation via Machine Learning (PLGML), applying ML techniques to automated level generation. One recent trend is in the direction of learning representations for level…

Machine Learning · Computer Science 2022-10-25 Mrunal Jadhav , Matthew Guzdial

Recent advances in scene-based video generation enable coherent visual narratives from structured prompts, yet a key aspect of storytelling -- character-driven dialogue and speech -- remains underexplored. We present a modular pipeline that…

Computer Vision and Pattern Recognition · Computer Science 2026-05-20 Taewon Kang , Ming C. Lin
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