Related papers: Multi-Objective level generator generation with Ma…
Software model optimization is the task of automatically generate design alternatives, usually to improve quality aspects of software that are quantifiable, like performance and reliability. In this context, multi-objective optimization…
Procedural Content Generation via Reinforcement Learning (PCGRL) foregoes the need for large human-authored data-sets and allows agents to train explicitly on functional constraints, using computable, user-defined measures of quality…
Generating molecules that satisfy precise numeric constraints over multiple physicochemical properties is critical and challenging. Although large language models (LLMs) are expressive, they struggle with precise multi-objective control and…
Procedural Content Generation via Machine Learning (PCGML) faces a significant hurdle that sets it apart from other fields, such as image or text generation, which is limited annotated data. Many existing methods for procedural level…
Despite recent advances, goal-directed generation of structured discrete data remains challenging. For problems such as program synthesis (generating source code) and materials design (generating molecules), finding examples which satisfy…
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…
This paper introduces the Procedural Content Generation Benchmark for evaluating generative algorithms on different game content creation tasks. The benchmark comes with 12 game-related problems with multiple variants on each problem.…
The procedural generation of levels and content in video games is a challenging AI problem. Often such generation relies on an intelligent way of evaluating the content being generated so that constraints are satisfied and/or objectives…
Algorithms developed for scheduling applications on heterogeneous multiprocessor system focus on asingle objective such as execution time, cost or total data transmission time. However, if more than oneobjective (e.g. execution cost and…
Recent work suggests that large language models may implicitly learn world models. How should we assess this possibility? We formalize this question for the case where the underlying reality is governed by a deterministic finite automaton.…
State-of-the-art multilingual models depend on vocabularies that cover all of the languages the model will expect to see at inference time, but the standard methods for generating those vocabularies are not ideal for massively multilingual…
Bilevel programming can be used to formulate many problems in the field of power systems, such as strategic bidding. However, common reformulations of bilevel problems to mixed-integer linear programs make solving such problems hard, which…
Rationalization is to employ a generator and a predictor to construct a self-explaining NLP model in which the generator selects a subset of human-intelligible pieces of the input text to the following predictor. However, rationalization…
Text-to-image generation advancements have been predominantly English-centric, creating barriers for non-English speakers and perpetuating digital inequities. While existing systems rely on translation pipelines, these introduce semantic…
Recently, the emergence of large language models (LLMs) has unlocked new opportunities for procedural content generation. However, recent attempts mainly focus on level generation for specific games with defined game rules such as Super…
Software systems nowadays are complex and difficult to maintain due to continuous changes and bad design choices. To handle the complexity of systems, software products are, in general, decomposed in terms of packages/modules containing…
Procedural content generation (PCG) is a growing field, with numerous applications in the video game industry and great potential to help create better games at a fraction of the cost of manual creation. However, much of the work in PCG is…
Natural language generation systems (NLG) map non-linguistic representations into strings of words through a number of steps using intermediate representations of various levels of abstraction. Template based systems, by contrast, tend to…
We introduce the General Video Game Rule Generation problem, and the eponymous software framework which will be used in a new track of the General Video Game AI (GVGAI) competition. The problem is, given a game level as input, to generate…
NSGA-II and NSGA-III are two of the most popular evolutionary multi-objective algorithms used in practice. While NSGA-II is used for few objectives such as 2 and 3, NSGA-III is designed to deal with a larger number of objectives. In a…