Related papers: Multi-Objective level generator generation with Ma…
Search-based procedural content generation uses stochastic global optimization algorithms to search for game content. However, standard tree search algorithms can be competitive with evolution on some optimization problems. We investigate…
Large Language Models (LLMs) are powerful tools, capable of leveraging their training on natural language to write stories, generate code, and answer questions. But can they generate functional video game levels? Game levels, with their…
We present Word2Minecraft, a system that leverages large language models to generate playable game levels in Minecraft based on structured stories. The system transforms narrative elements-such as protagonist goals, antagonist challenges,…
Large-scale natural language generation requires the integration of vast amounts of knowledge: lexical, grammatical, and conceptual. A robust generator must be able to operate well even when pieces of knowledge are missing. It must also be…
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…
This paper presents an interactive platform to interpret multi-objective evolutionary algorithms. Sokoban level generation is selected as a showcase for its widespread use in procedural content generation. By balancing the emptiness and…
In modern multi-stage recommendation systems, reranking plays a critical role by modeling contextual information. Due to inherent challenges such as the combinatorial space complexity, an increasing number of methods adopt the generative…
To enable emerging applications such as deep machine learning and graph processing, 3D network-on-chip (NoC) enabled heterogeneous manycore platforms that can integrate many processing elements (PEs) are needed. However, designing such…
Electric machine design optimization is a computationally expensive multi-objective optimization problem. While the objectives require time-consuming finite element analysis, optimization constraints can often be based on mathematical…
Procedural Level Generation via Machine Learning (PLGML), the study of generating game levels with machine learning, has received a large amount of recent academic attention. For certain measures these approaches have shown success at…
Procedural Content Generation via Reinforcement Learning (PCGRL) offers a method for training controllable level designer agents without the need for human datasets, using metrics that serve as proxies for level quality as rewards. Existing…
We investigate how reinforcement learning can be used to train level-designing agents. This represents a new approach to procedural content generation in games, where level design is framed as a game, and the content generator itself is…
Studies have shown that multi-objective optimization problems are hard problems. Such problems either require longer time to converge to an optimum solution, or may not converge at all. Recently some researchers have claimed that real…
A level generator is a tool that generates game levels from noise. Training a generator without a dataset suffers from feedback sparsity, since it is unlikely to generate a playable level via random exploration. A common solution is shaped…
Search-based procedural content generation (PCG) is a well-known method for level generation in games. Its key advantage is that it is generic and able to satisfy functional constraints. However, due to the heavy computational costs to run…
The rapid evolution of Integrated Circuit (IC) development necessitates innovative methodologies such as code generation to manage complexity and increase productivity. Using the right methodology for generator development to maximize the…
Many mathematical optimization algorithms fail to sufficiently explore the solution space of high-dimensional nonlinear optimization problems due to the curse of dimensionality. This paper proposes generative models as a complement to…
It has recently been shown that reinforcement learning can be used to train generators capable of producing high-quality game levels, with quality defined in terms of some user-specified heuristic. To ensure that these generators' output is…
The GKLS generator is one of the most used testbeds for benchmarking global optimization algorithms. In this paper, we conduct both a computational analysis and the Exploratory Landscape Analysis (ELA) of the GKLS generator. We utilize both…
In this paper, we introduce, MultiGA, an optimization framework which applies genetic algorithm principles to address complex natural language tasks and reasoning problems by sampling from a diverse population of LLMs to initialize the…