Related papers: Learning to Generate Levels From Nothing
Recent visual generation models have made major progress in photorealism, typography, instruction following, and interactive editing, yet they still struggle with spatial reasoning, persistent state, long-horizon consistency, and causal…
Generative Adversarial Networks (GANs) have shown im-pressive results for image generation. However, GANs facechallenges in generating contents with certain types of con-straints, such as game levels. Specifically, it is difficult…
This research introduces Procedural Artificial Narrative using Generative AI (PANGeA), a structured approach for leveraging large language models (LLMs), guided by a game designer's high-level criteria, to generate narrative content for…
Generative adversarial networks (GANs) are successful deep generative models. GANs are based on a two-player minimax game. However, the objective function derived in the original motivation is changed to obtain stronger gradients when…
We present a new autoencoder-type architecture that is trainable in an unsupervised mode, sustains both generation and inference, and has the quality of conditional and unconditional samples boosted by adversarial learning. Unlike previous…
Large Language Model agents are reshaping the industrial landscape. However, most practical agents remain human-designed because tasks differ widely, making them labor-intensive to build. This situation poses a central question: can we…
Automated game design is the problem of automatically producing games through computational processes. Traditionally, these methods have relied on the authoring of search spaces by a designer, defining the space of all possible games for…
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…
Procedural content generation (PCG) is of great interest to game design and development as it generates game content automatically. Motivated by the recent learning-based PCG framework and other existing PCG works, we propose an alternative…
End-to-end neural approaches are becoming increasingly common in conversational scenarios due to their promising performances when provided with sufficient amount of data. In this paper, we present a novel methodology to address the…
Behavioral game theory seeks to describe the way actual people (as compared to idealized, "rational" agents) act in strategic situations. Our own recent work has identified iterative models (such as quantal cognitive hierarchy) as the state…
The paper presents the PCGPT framework, an innovative approach to procedural content generation (PCG) using offline reinforcement learning and transformer networks. PCGPT utilizes an autoregressive model based on transformers to generate…
We explore a new way to evaluate generative models using insights from evaluation of competitive games between human players. We show experimentally that tournaments between generators and discriminators provide an effective way to evaluate…
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…
In this work, we consider the problem of procedural content generation for video game levels. Prior approaches have relied on evolutionary search (ES) methods capable of generating diverse levels, but this generation procedure is slow,…
Autonomous game design, generating games algorithmically, has been a longtime goal within the technical games research field. However, existing autonomous game design systems have relied in large part on human-authoring for game design…
Generative flow networks utilize a flow-matching loss to learn a stochastic policy for generating objects from a sequence of actions, such that the probability of generating a pattern can be proportional to the corresponding given reward.…
Vision-and-language navigation (VLN) is a task in which an agent is embodied in a realistic 3D environment and follows an instruction to reach the goal node. While most of the previous studies have built and investigated a discriminative…
Generative adversarial networks (GANs) are a novel approach to generative modelling, a task whose goal it is to learn a distribution of real data points. They have often proved difficult to train: GANs are unlike many techniques in machine…
Procedural Content Generation via Machine Learning (PCGML) has enhanced game content creation, yet challenges in controllability and limited training data persist. This study addresses these issues by distilling a constructive PCG algorithm…