Related papers: Learning to Generate Levels From Nothing
Procedural Content Generation (PCG) methods are valuable tools to speed up the game development process. Moreover, PCG may also present in games as features, such as the procedural dungeon generation (PDG) in Moonlighter (Digital Sun,…
A generative modeling framework is proposed that combines diffusion models and manifold learning to efficiently sample data densities on manifolds. The approach utilizes Diffusion Maps to uncover possible low-dimensional underlying (latent)…
Existing multi-agent video generation systems use LLM agents to orchestrate neural video generators, producing visually impressive but semantically unreliable outputs with no ground truth annotations. We present an agentic system that…
Generative Adversarial Networks (GANs) are a recent advancement in unsupervised machine learning. They are a cat-and-mouse game between two neural networks: [1] a discriminator network which learns to validate whether a sample is real or…
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,…
Generative models have made significant progress in the tasks of modeling complex data distributions such as natural images. The introduction of Generative Adversarial Networks (GANs) and auto-encoders lead to the possibility of training on…
Data-driven generative modeling has made remarkable progress by leveraging the power of deep neural networks. A reoccurring challenge is how to enable a model to generate a rich variety of samples from the entire target distribution, rather…
Generative Adversarial Networks (GANs) are capable of generating convincing imitations of elements from a training set, but the distribution of elements in the training set affects to difficulty of properly training the GAN and the quality…
We train a network to generate mappings between training sets and classification policies (a 'classifier generator') by conditioning on the entire training set via an attentional mechanism. The network is directly optimized for test set…
In this work, we introduce a two-step framework for generative modeling of temporal data. Specifically, the generative adversarial networks (GANs) setting is employed to generate synthetic scenes of moving objects. To do so, we propose a…
Building explainable systems is a critical problem in the field of Natural Language Processing (NLP), since most machine learning models provide no explanations for the predictions. Existing approaches for explainable machine learning…
Generative networks are opening new avenues in fast event generation for the LHC. We show how generative flow networks can reach percent-level precision for kinematic distributions, how they can be trained jointly with a discriminator, and…
3D Content Generation is at the heart of many computer graphics applications, including video gaming, film-making, virtual and augmented reality, etc. This paper proposes a novel deep-learning based approach for automatically generating…
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…
With the fast progress of generative AI in recent years, more games are integrating generated content, raising questions regarding how players perceive and respond to this content. To investigate, we ran a mixed-method survey on the games…
Protecting against adversarial attacks is a common multiagent problem. Attackers in the real world are predominantly human actors, and the protection methods often incorporate opponent models to improve the performance when facing humans.…
Recently, there have been several high-profile achievements of agents learning to play games against humans and beat them. In this paper, we study the problem of training intelligent agents in service of game development. Unlike the agents…
Learning in games provides a powerful framework to design control policies for self-interested agents that may be coupled through their dynamics, costs, or constraints. We consider the case where the dynamics of the coupled system can be…
Generative models for level generation have shown great potential in game production. However, they often provide limited control over the generation, and the validity of the generated levels is unreliable. Despite this fact, only a few…
The term Procedural Content Generation (PCG) refers to the (semi-)automatic generation of game content by algorithmic means, and its methods are becoming increasingly popular in game-oriented research and industry. A special class of these…