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Procedural content generation (PCG) has made substantial progress in shaping static 2D/3D geometry, while most methods treat gameplay mechanics as auxiliary and optimize only over space. We argue that this limits controllability and…
Text-to-image diffusion generative models can generate high quality images at the cost of tedious prompt engineering. Controllability can be improved by introducing layout conditioning, however existing methods lack layout editing ability…
Traditional ontologies describe domain structure but cannot generate novel artifacts. Large language models generate fluently but produce outputs lacking structural validity, hallucinating mechanisms without components, goals without end…
Expressive range analysis is a visualization-based technique used to evaluate the performance of generative models, particularly in game level generation. It typically employs two quantifiable metrics to position generated artifacts on a 2D…
We introduce ProcGen3D, a new approach for 3D content creation by generating procedural graph abstractions of 3D objects, which can then be decoded into rich, complex 3D assets. Inspired by the prevalent use of procedural generators in…
Recent advances in vision-language models (VLMs) have expanded their multimodal code generation capabilities, yet their ability to generate executable visualization code from plots, especially for complex 3D, animated, plot-to-plot…
We present latent combinational game design -- an approach for generating playable games that blend a given set of games in a desired combination using deep generative latent variable models. We use Gaussian Mixture Variational Autoencoders…
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…
Content generation modeling has emerged as a promising direction in computational pathology, offering capabilities such as data-efficient learning, synthetic data augmentation, and task-oriented generation across diverse diagnostic tasks.…
Prompt engineering is crucial for achieving reliable and effective outputs from large language models (LLMs), but its design requires specialized knowledge of prompting techniques and a deep understanding of target tasks. To address this…
Despite recent advances in multimodal content generation enabled by vision-language models (VLMs), their ability to reason about and generate structured 3D scenes remains largely underexplored. This limitation constrains their utility in…
We investigate how to generate multimodal image outputs, such as RGB, depth, and surface normals, with a single generative model. The challenge is to produce outputs that are realistic, and also consistent with each other. Our solution…
Probabilistic graphical models (PGMs) are widely used to discover latent structure in data, but their success hinges on selecting an appropriate model design. In practice, model specification is difficult and often requires iterative…
The emergence of generative models enables the creation of texts and images tailored to users' preferences. Existing personalized generative models have two critical limitations: lacking a dedicated paradigm for accurate preference…
This article makes discrete masked models for the generative modeling of discrete data controllable. The goal is to generate samples of a discrete random variable that adheres to a posterior distribution, satisfies specific constraints, or…
Engineering models created in Model-Based Systems Engineering (MBSE) environments contain detailed information about system structure and behavior. However, they typically lack symbolic planning semantics such as preconditions, effects, and…
The human brain exhibits a strong ability to spontaneously associate different visual attributes of the same or similar visual scene, such as associating sketches and graffiti with real-world visual objects, usually without supervising…
Generative neural networks can produce data samples according to the statistical properties of their training distribution. This feature can be used to test modern computational neuroscience hypotheses suggesting that spontaneous brain…
Recent research shows how diffusion models can unconditionally generate tile-based game levels, but use of diffusion models for text-to-level generation is underexplored. There are practical considerations for creating a usable model:…
Generative Adversarial Networks (GANs) are proving to be a powerful indirect genotype-to-phenotype mapping for evolutionary search, but they have limitations. In particular, GAN output does not scale to arbitrary dimensions, and there is no…