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Pretrained language models (PLMs) have made remarkable progress in text generation tasks via fine-tuning. While, it is challenging to fine-tune PLMs in a data-scarce situation. Therefore, it is non-trivial to develop a general and…
Automatic generation of level maps is a popular form of automatic content generation. In this study, a recently developed technique employing the {\em do what's possible} representation is used to create open-ended level maps. Generation of…
Procedural Content Generation (PCG) offers scalable methods for algorithmically creating complex, customizable worlds. However, controlling these pipelines requires the precise configuration of opaque technical parameters. We propose a…
Driven by the rapid growth of machine learning, recent advances in game artificial intelligence (AI) have significantly impacted productivity across various gaming genres. Reward design plays a pivotal role in training game AI models,…
The rapid expansion of gaming industry requires advanced recommender systems tailored to its dynamic landscape. Existing Graph Neural Network (GNN)-based methods primarily prioritize accuracy over diversity, overlooking their inherent…
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…
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…
Developing comprehensive explicit world models is crucial for understanding and simulating real-world scenarios. Recently, Procedural Controllable Generation (PCG) has gained significant attention in large-scale scene generation by enabling…
Balancing games, especially those with asymmetric multiplayer content, requires significant manual effort and extensive human playtesting during development. For this reason, this work focuses on generating balanced levels tailored to…
The use of machine learning (ML) models to assess and score textual data has become increasingly pervasive in an array of contexts including natural language processing, information retrieval, search and recommendation, and credibility…
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.…
While the capabilities of generative models heavily improved in different domains (images, text, graphs, molecules, etc.), their evaluation metrics largely remain based on simplified quantities or manual inspection with limited…
Personalized generation paradigms empower designers to customize visual intellectual properties with the help of textual descriptions by tuning or adapting pre-trained text-to-image models on a few images. Recent works explore approaches…
The design of video game levels is a complex and critical task. Levels need to elicit fun and challenge while avoiding frustration at all costs. In this paper, we present a framework to assist designers in the creation of levels for 2D…
This research introduces Procedural Artificial Narrative using Generative AI (PANGeA), a structured approach for leveraging large language models (LLMs), guided by a game designer's high-level criteria, to generate narrative content for…
We present a new approach ARLPCG: Adversarial Reinforcement Learning for Procedural Content Generation, which procedurally generates and tests previously unseen environments with an auxiliary input as a control variable. Training RL agents…
Autonomous driving technology has five levels, from L0 to L5. Currently, only the L2 level (partial automation) can be achieved, and there is a long way to go before reaching the final level of L5 (full automation). The key to crossing…
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…
Large-scale diffusion models have achieved remarkable success in generating high-quality images from textual descriptions, gaining popularity across various applications. However, the generation of layered content, such as transparent…
Deep generative models can automatically create content of diverse types. However, there are no guarantees that such content will satisfy the criteria necessary to present it to end-users and be functional, e.g. the generated levels could…