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Procedural Content Generation (PCG) is a technique to generate complex and diverse environments in an automated way. However, while generating content with PCG methods is often straightforward, generating meaningful content that reflects…
Over the past few years, deep neural networks (DNNs) have achieved tremendous success and have been continuously applied in many application domains. However, during the practical deployment in the industrial tasks, DNNs are found to be…
This paper presents an adaptive level generation algorithm for the physics-based puzzle game Angry Birds. The proposed algorithm is based on a pre-existing level generator for this game, but where the difficulty of the generated levels can…
With the aim of designing automated tools that assist in the video game quality assurance process, we frame the problem of identifying bugs in video games as an anomaly detection (AD) problem. We develop State-State Siamese Networks (S3N)…
In this work, we present TOAD-GAN (Token-based One-shot Arbitrary Dimension Generative Adversarial Network), a novel Procedural Content Generation (PCG) algorithm that generates token-based video game levels. TOAD-GAN follows the SinGAN…
Accurate detection of natural deterioration and man-made damage on the surfaces of ancient stele in the first instance is essential for their preventive conservation. Existing methods for cultural heritage preservation are not able to…
In this paper, a parametric level set method for reconstruction of obstacles in general inverse problems is considered. General evolution equations for the reconstruction of unknown obstacles are derived in terms of the underlying level set…
Games have always been a popular test bed for artificial intelligence techniques. Game developers are always in constant search for techniques that can automatically create computer games minimizing the developer's task. In this work we…
Procedurally generated video game content has the potential to drastically reduce the content creation budget of game developers and large studios. However, adoption is hindered by limitations such as slow generation, as well as low quality…
Neural networks are increasingly used as fast surrogate models across various domains, but unconstrained predictions can violate physical, operational, or safety requirements. We propose SnareNet, a feasibility-controlled architecture to…
The adoption of deep neural networks (DNNs) in safety-critical domains has engendered serious reliability concerns. A prominent example is hardware transient faults that are growing in frequency due to the progressive technology scaling,…
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…
We applied Generative Adversarial Networks (GANs) to learn a model of DOOM levels from human-designed content. Initially, we analysed the levels and extracted several topological features. Then, for each level, we extracted a set of images…
In this paper, we present a method using Deep Convolutional Neural Networks (DCNNs) to detect common glitches in video games. The problem setting consists of an image (800x800 RGB) as input to be classified into one of five defined classes,…
Deep Neural Networks (DNNs) have grown in popularity over the past decade and are now being used in safety-critical domains such as aircraft collision avoidance. This has motivated a large number of techniques for finding unsafe behavior in…
The performance of Convolutional Neural Networks (CNNs) highly relies on their architectures. In order to design a CNN with promising performance, extended expertise in both CNNs and the investigated problem is required, which is not…
Creating and evaluating games manually is an arduous and laborious task. Procedural content generation can aid by creating game artifacts, but usually not an entire game. Evolutionary game design, which combines evolutionary algorithms with…
This project proposes and compares a new way to optimise Super Mario Bros. (SMB) environment where the control is in hand of two approaches, namely, Genetic Algorithm (MarioGA) and NeuroEvolution (MarioNE). Not only we learn playing SMB…
Procedural Content Generation (PCG) and Procedural Content Generation via Machine Learning (PCGML) have been used in prior work for generating levels in various games. This paper introduces Content Augmentation and focuses on the subproblem…
Deep Learning Accelerators are prone to faults which manifest in the form of errors in Neural Networks. Fault Tolerance in Neural Networks is crucial in real-time safety critical applications requiring computation for long durations. Neural…