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We describe a search-based approach to generating new levels for bullet hell games, which are action games characterized by and requiring avoidance of a very large amount of projectiles. Levels are represented using a domain-specific…
We introduce GVGAI-LLM, a video game benchmark for evaluating the reasoning and problem-solving capabilities of large language models (LLMs). Built on the General Video Game AI framework, it features a diverse collection of arcade-style…
Many fields use search algorithms, which automatically explore a search space to find high-performing solutions: chemists search through the space of molecules to discover new drugs; engineers search for stronger, cheaper, safer designs,…
Quality-Diversity (QD) algorithms seek to discover diverse, high-performing solutions across a behavior space, in contrast to conventional optimization methods that target a single optimum. Adversarial problems present unique challenges for…
We introduce GamEDAI, a hierarchical multi-agent framework that transforms instructor-provided questions into fully playable, pedagogically grounded educational games validated through formal mechanic contracts. Built on phase-based…
The recent advances in language-based generative models have paved the way for the orchestration of multiple generators of different artefact types (text, image, audio, etc.) into one system. Presently, many open-source pre-trained models…
Procedurally generated levels created by machine learning models can be unsolvable without further editing. Various methods have been developed to automatically repair these levels by enforcing hard constraints during the post-processing…
Prior research has shown variational autoencoders (VAEs) to be useful for generating and blending game levels by learning latent representations of existing level data. We build on such models by exploring the level design affordances and…
Generative Adversarial Networks (GANs) are a machine learning approach capable of generating novel example outputs across a space of provided training examples. Procedural Content Generation (PCG) of levels for video games could benefit…
Modern game development faces significant challenges in creativity and cost due to predetermined content in traditional game engines. Recent breakthroughs in video generation models, capable of synthesizing realistic and interactive virtual…
We design a novel algorithm for solving Mean-Payoff Games (MPGs). Besides solving an MPG in the usual sense, our algorithm computes more information about the game, information that is important with respect to applications. The weights of…
Game level editing is the process of constructing a full game level starting from 3D asset libraries, e.g. 3d models, textures, shaders, scripts. In level editing, designers define the look and behavior of the whole level by placing…
We present gg-bench, a collection of game environments designed to evaluate general reasoning capabilities in language models. Unlike most static benchmarks, gg-bench is a data generating process where new evaluation instances can be…
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 present practical approaches of using deep learning to create and enhance level maps and textures for video games -- desktop, mobile, and web. We aim to present new possibilities for game developers and level artists. The task of…
This paper presents a level generation method for Super Mario by stitching together pre-generated "scenes" that contain specific mechanics, using mechanic-sequences from agent playthroughs as input specifications. Given a sequence of…
Game level blending via machine learning, the process of combining features of game levels to create unique and novel game levels using Procedural Content Generation via Machine Learning (PCGML) techniques, has gained increasing popularity…
The General Video Game AI (GVGAI) competition and its associated software framework provides a way of benchmarking AI algorithms on a large number of games written in a domain-specific description language. While the competition has seen…
Procedural terrain generation for video games has been traditionally been done with smartly designed but handcrafted algorithms that generate heightmaps. We propose a first step toward the learning and synthesis of these using recent…
We present Deep Illumination, a novel machine learning technique for approximating global illumination (GI) in real-time applications using a Conditional Generative Adversarial Network. Our primary focus is on generating indirect…