Related papers: Mario Level Generation From Mechanics Using Scene …
Scene graphs provide a rich, structured representation of a scene by encoding the entities (objects) and their spatial relationships in a graphical format. This representation has proven useful in several tasks, such as question answering,…
In this paper, we propose a fully automatic system for generating comic books from videos without any human intervention. Given an input video along with its subtitles, our approach first extracts informative keyframes by analyzing the…
Accurate temporal prediction is the bridge between comprehensive scene understanding and embodied artificial intelligence. However, predicting multiple fine-grained states of a scene at multiple temporal scales is difficult for…
Synthetic data is emerging as a promising solution to the scalability issue of supervised deep learning, especially when real data are difficult to acquire or hard to annotate. Synthetic data generation, however, can itself be prohibitively…
Game consists of multiple types of content, while the harmony of different content types play an essential role in game design. However, most works on procedural content generation consider only one type of content at a time. In this paper,…
We present a method of generating diverse collections of neural cellular automata (NCA) to design video game levels. While NCAs have so far only been trained via supervised learning, we present a quality diversity (QD) approach to…
Automated visual story generation aims to produce stories with corresponding illustrations that exhibit coherence, progression, and adherence to characters' emotional development. This work proposes a story generation pipeline to co-create…
Text-to-image diffusion generative models can generate high quality images at the cost of tedious prompt engineering. Controllability can be improved by introducing layout conditioning, however existing methods lack layout editing ability…
We present a natural language generator based on the sequence-to-sequence approach that can be trained to produce natural language strings as well as deep syntax dependency trees from input dialogue acts, and we use it to directly compare…
Score-based models have recently been introduced as a richer framework to model distributions in high dimensions and are generally more suitable for generative tasks. In score-based models, a generative task is formulated using a parametric…
We present a new concept called Game Mechanic Alignment theory as a way to organize game mechanics through the lens of systemic rewards and agential motivations. By disentangling player and systemic influences, mechanics may be better…
We focus on the foundational task of Scene Staging: given a reference scene image and a text condition specifying an actor category to be generated in the scene and its spatial relation to the scene, the goal is to synthesize an output…
Sketching is inherently a sequential process, in which strokes are drawn in a meaningful order to explore and refine ideas. However, most generative models treat sketches as static images, overlooking the temporal structure that underlies…
Behavior trees (BTs) are a popular method for modeling NPC and enemy AI behavior and have been widely used in commercial games. In this work, rather than use BTs to model game playing agents, we use them for modeling game design agents,…
We describe a proof-of-principle implementation of a system for drawing melodies that abstracts away from a note-level input representation via melodic contours. The aim is to allow users to express their musical intentions without…
Generative Adversarial Networks (GANs) are proving to be a powerful indirect genotype-to-phenotype mapping for evolutionary search, but they have limitations. In particular, GAN output does not scale to arbitrary dimensions, and there is no…
This work introduces World-GAN, the first method to perform data-driven Procedural Content Generation via Machine Learning in Minecraft from a single example. Based on a 3D Generative Adversarial Network (GAN) architecture, we are able to…
The prevalent approach in self-supervised image generation is to operate on pixel level representations. While this approach can produce high quality images, it cannot benefit from the simplicity and innate quality of vectorization. Here we…
Despite recent advancements in single-domain or single-object image generation, it is still challenging to generate complex scenes containing diverse, multiple objects and their interactions. Scene graphs, composed of nodes as objects and…
The proliferation of video content demands efficient and flexible neural network based approaches for generating new video content. In this paper, we propose a novel approach that combines zero-shot text-to-video generation with ControlNet…