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Procedural 3D Terrain generation has become a necessity in open world games, as it can provide unlimited content, through a functionally infinite number of different areas, for players to explore. In our approach, we use Generative…
Generating domain-specific content using small language models poses challenges, especially when dealing with multiple distinct datasets with minimal overlap. In this study, we explore methods to enable a small language model to produce…
It has recently been shown that reinforcement learning can be used to train generators capable of producing high-quality game levels, with quality defined in terms of some user-specified heuristic. To ensure that these generators' output is…
Slate generation is a common task in streaming and e-commerce platforms, where multiple items are presented together as a list or ``slate''. Traditional systems focus mostly on item-level ranking and often fail to capture the coherence of…
Generative feature matching network (GFMN) is an approach for training implicit generative models for images by performing moment matching on features from pre-trained neural networks. In this paper, we present new GFMN formulations that…
The increasing prevalence of AI-generated content alongside human-written text underscores the need for reliable discrimination methods. To address this challenge, we propose a novel framework with textual embeddings from Pre-trained…
This paper explores a top-down approach to automating incremental advances in machine learning research through component-level innovation, facilitated by Large Language Models (LLMs). Our framework systematically generates novel…
Machine learning enables the extraction of useful information from large, diverse datasets. However, despite many successful applications, machine learning continues to suffer from performance and transparency issues. These challenges can…
This paper presents a novel collaborative generative modeling (CGM) framework that incentivizes collaboration among self-interested parties to contribute data to a pool for training a generative model (e.g., GAN), from which synthetic data…
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…
Large transformer-based language models (LMs) trained on huge text corpora have shown unparalleled generation capabilities. However, controlling attributes of the generated language (e.g. switching topic or sentiment) is difficult without…
This paper presents an architecture for generating music for video games based on the Transformer deep learning model. Our motivation is to be able to customize the generation according to the taste of the player, who can select a corpus of…
Generating high-resolution, photo-realistic images has been a long-standing goal in machine learning. Recently, Nguyen et al. (2016) showed one interesting way to synthesize novel images by performing gradient ascent in the latent space of…
Large Language Models (LLMs) are powerful tools, capable of leveraging their training on natural language to write stories, generate code, and answer questions. But can they generate functional video game levels? Game levels, with their…
Game Description Language (GDL) provides a standardized way to express diverse games in a machine-readable format, enabling automated game simulation, and evaluation. While previous research has explored game description generation using…
Large Language Models(LLMs) have revolutionized text generation and multimodal perception,but their capabilities in 3D content generation remain underexplored. Existing methods compromise by producing either low-resolution meshes or coarse…
We propose a simple modification to existing neural machine translation (NMT) models that enables using a single universal model to translate between multiple languages while allowing for language specific parameterization, and that can…
Bilevel optimization refers to scenarios whereby the optimal solution of a lower-level energy function serves as input features to an upper-level objective of interest. These optimal features typically depend on tunable parameters of the…
We present MixingBoard, a platform for quickly building demos with a focus on knowledge grounded stylized text generation. We unify existing text generation algorithms in a shared codebase and further adapt earlier algorithms for…
In this article, we present an experimental approach to using parameterized Generative Adversarial Networks (GANs) to produce levels for the puzzle game Lily's Garden. We extract two condition vectors from the real levels in an effort to…