Related papers: Tabletop Roleplaying Games as Procedural Content G…
Techniques for procedural content generation via machine learning (PCGML) have been shown to be useful for generating novel game content. While used primarily for producing new content in the style of the game domain used for training,…
Automated game design is the problem of automatically producing games through computational processes. Traditionally, these methods have relied on the authoring of search spaces by a designer, defining the space of all possible games for…
Generating high-fidelity, physically interactive 3D simulated tabletop scenes is essential for embodied AI -- especially for robotic manipulation policy learning and data synthesis. However, current text- or image-driven 3D scene generation…
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…
Procedural content generation has been applied to many domains, especially level design, but the narrative affordances of generated game environments are comparatively understudied. In this paper we present our first attempt to study these…
Levels are a key component of many different video games, and a large body of work has been produced on how to procedurally generate game levels. Recently, Machine Learning techniques have been applied to video game level generation towards…
In the era of content creation revolution propelled by advancements in generative models, the field of web design remains unexplored despite its critical role in modern digital communication. The web design process is complex and often…
Recent advances in large language models (LLMs) enable compelling story generation, but connecting narrative text to playable visual environments remains an open challenge in procedural content generation (PCG). We present a lightweight…
Many games often share common ideas or aspects between them, such as their rules, controls, or playing area. However, in the context of General Game Playing (GGP) for board games, this area remains under-explored. We propose to formalise…
An algorithm is proposed to verify whether a finite game is a weighted potential game (WPG) without pre-knowledge on its weights. Then the algorithm is also applied to find the closest WPG for a given finite game. The concept and criterion…
In recent years, Game AI research has made important breakthroughs using Reinforcement Learning (RL). Despite this, RL for modern tabletop games has gained little to no attention, even when they offer a range of unique challenges compared…
Responses in task-oriented dialogue systems often realize multiple propositions whose ultimate form depends on the use of sentence planning and discourse structuring operations. For example a recommendation may consist of an explicitly…
Serious Games (SGs) have experienced a tremendous outburst these last years. Video game companies have been producing fun, user-friendly SGs, but their educational value has yet to be proven. Meanwhile, cognition research scientist have…
Procedural terrain generation for video games has been traditionally been done with smartly designed but handcrafted algorithms that generate heightmaps. We propose a first step toward the learning and synthesis of these using recent…
The field of Game Theory provides a useful mechanism for modeling many decision-making scenarios. In participating in these scenarios individuals and groups adopt particular strategies, which generally perform with varying levels of…
Prior research has explored potential applications of video games in programming education to elicit computational thinking skills. However, existing approaches are often either too general, not taking into account the diversity of genres…
Conversations with non-player characters (NPCs) in games are typically confined to dialogue between a human player and a virtual agent, where the conversation is initiated and controlled by the player. To create richer, more believable…
AI Advancements have augmented casual writing and story generation, but their usage poses challenges in collaborative storytelling. In role-playing games such as Dungeons & Dragons (D&D), composing prompts using generative AI requires a…
As academic interest in procedural content generation (PCG) for games has increased, so has the need for methodologies for comparing and contrasting the output spaces of alternative PCG systems. In this paper we introduce and evaluate a…
We present a comprehensive survey of the advancements and techniques in the field of tractable probabilistic generative modeling, primarily focusing on Probabilistic Circuits (PCs). We provide a unified perspective on the inherent…