Related papers: Mario Level Generation From Mechanics Using Scene …
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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
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,…
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…
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…
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…