Related papers: Mech-Elites: Illuminating the Mechanic Space of GV…
Generative Adversarial Networks (GANs) have demonstrated their ability to learn patterns in data and produce new exemplars similar to, but different from, their training set in several domains, including video games. However, GANs have a…
Applying latent variable evolution to game level design has become more and more popular as little human expert knowledge is required. However, defective levels with illegal patterns may be generated due to the violation of constraints for…
Learning-based methods for training embodied agents typically require a large number of high-quality scenes that contain realistic layouts and support meaningful interactions. However, current simulators for Embodied AI (EAI) challenges…
Quality-Diversity algorithms, among which MAP-Elites, have emerged as powerful alternatives to performance-only optimisation approaches as they enable generating collections of diverse and high-performing solutions to an optimisation…
This paper presents a method for generating floor plans for structures in Minecraft (Mojang 2009). Given a 3D space, it will auto-generate a building to fill that space using a combination of constrained growth and cellular automata. The…
The Art Gallery Problem (AGP) is one of the classical problems in computational geometry. It asks for the minimum number of guards required to achieve visibility coverage of a given polygon. The AGP is well-known to be NP-hard even in…
Scaling generative inverse and forward rendering to real-world scenarios is bottlenecked by the limited realism and temporal coherence of existing synthetic datasets. To bridge this persistent domain gap, we introduce a large-scale, dynamic…
Recent techniques based on Mean Field Games (MFGs) allow the scalable analysis of multi-player games with many similar, rational agents. However, standard MFGs remain limited to homogeneous players that weakly influence each other, and…
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…
Strategy iteration is a technique frequently used for two-player games in order to determine the winner or compute payoffs, but to the best of our knowledge no general framework for strategy iteration has been considered. Inspired by…
General Matrix Multiplication (GEMM) is a critical operation underpinning a wide range of applications in high-performance computing (HPC) and artificial intelligence (AI). The emergence of hardware optimized for low-precision arithmetic…
Designing agents that are able to achieve different play-styles while maintaining a competitive level of play is a difficult task, especially for games for which the research community has not found super-human performance yet, like…
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…
Designed light is an established modality for live performance and music playback. Despite the growing availability of consumer smart lighting, the creation of designed light for music visualization remains limited to professional contexts…
The Instruction-Driven Game Engine (IDGE) project aims to democratize game development by enabling a large language model (LLM) to follow free-form game rules and autonomously generate game-play processes. The IDGE allows users to create…
Quality-Diversity (QD) algorithms, and MAP-Elites (ME) in particular, have proven very useful for a broad range of applications including enabling real robots to recover quickly from joint damage, solving strongly deceptive maze tasks or…
Post-training GUI agents in interactive environments is critical for developing generalization and long-horizon planning capabilities. However, training on real-world applications is hindered by high latency, poor reproducibility, and…
There are few digital tools to help designers create game mechanics. A general language to express game mechanics is necessary for rapid game design iteration. The first iteration of a mechanics-focused language, together with its…
Recently, the emergence of large language models (LLMs) has unlocked new opportunities for procedural content generation. However, recent attempts mainly focus on level generation for specific games with defined game rules such as Super…
Motivated by Generative Adversarial Networks, we study the computation of Nash equilibrium in concave network zero-sum games (NZSGs), a multiplayer generalization of two-player zero-sum games first proposed with linear payoffs. Extending…