Related papers: Tabletop Roleplaying Games as Procedural Content G…
Long-horizon tabletop games pose a distinct systems challenge for robotics: small perceptual or execution errors can invalidate accumulated task state, propagate across decision-making modules, and ultimately derail interaction. This paper…
The ability of robots to interpret human instructions and execute manipulation tasks necessitates the availability of task-relevant tabletop scenes for training. However, traditional methods for creating these scenes rely on time-consuming…
Terrains are the main part of an electronic game. To reduce human effort on game development, procedural techniques are used to generate synthetic terrains. However rendering a terrain is not a trivial task. Their rendering techniques must…
Developing algorithms for distributed systems is an error-prone task. Formal models like Petri nets with transits and Petri games can prevent errors when developing such algorithms. Petri nets with transits allow us to follow the data flow…
We introduce a procedural content generation (PCG) framework at the intersections of experience-driven PCG and PCG via reinforcement learning, named ED(PCG)RL, EDRL in short. EDRL is able to teach RL designers to generate endless playable…
Question answering requiring discrete reasoning, e.g., arithmetic computing, comparison, and counting, over knowledge is a challenging task. In this paper, we propose UniRPG, a semantic-parsing-based approach advanced in interpretability…
Game theory provides an effective way to model strategic interactions among rational agents. In the context of formal verification, these ideas can be used to produce guarantees on the correctness of multi-agent systems, with a diverse…
Procedural Content Generation via Reinforcement Learning (PCGRL) has been introduced as a means by which controllable designer agents can be trained based only on a set of computable metrics acting as a proxy for the level's quality and key…
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…
We propose the problem of tutorial generation for games, i.e. to generate tutorials which can teach players to play games, as an AI problem. This problem can be approached in several ways, including generating natural language descriptions…
This paper investigates the capabilities of text-to-audio music generation models in producing long-form music with prompts that change over time, focusing on soundtrack generation for Tabletop Role-Playing Games (TRPGs). We introduce Babel…
Algorithms that generate computer game content require game design knowledge. We present an approach to automatically learn game design knowledge for level design from gameplay videos. We further demonstrate how the acquired design…
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…
Task environments developed in Minecraft are becoming increasingly popular for artificial intelligence (AI) research. However, most of these are currently constructed manually, thus failing to take advantage of procedural content generation…
Large Language Models (LLMs) have shown strong potential for narrative generation, but their use in complex, multi-layered role-playing game (RPG) worlds is still limited by issues of coherence, controllability, and structural consistency.…
Recent procedural content generation via machine learning (PCGML) methods allow learning from existing content to produce similar content automatically. While these approaches are able to generate content for different games (e.g. Super…
This position paper proposes a conceptual framework for the design of Natural Language Generation (NLG) systems that follow efficient and effective production strategies in order to achieve complex communicative goals. In this general…
Role-playing games (RPGs) have a considerable amount of text in video game dialogues. Quite often this text is semi-annotated by the game developers. In this paper, we extract a multilingual dataset of persuasive dialogue from several RPGs.…
In Natural Language Processing (NLP), Large Language Models (LLMs) have demonstrated high text generation quality. However, in real-world applications, LLMs must meet increasingly complex requirements. Beyond avoiding misleading or…
Procedural content generation via machine learning (PCGML) has shown success at producing new video game content with machine learning. However, the majority of the work has focused on the production of static game content, including game…