Related papers: Video Game Level Repair via Mixed Integer Linear P…
With increasing interest in procedural content generation by academia and game developers alike, it is vital that different approaches can be compared fairly. However, evaluating procedurally generated video game levels is often difficult,…
Previous work explored blending levels from existing games to create levels for a new game that mixes properties of the original games. In this paper, we use Variational Autoencoders (VAEs) for improving upon such techniques. VAEs are…
There currently exists a wide range of techniques to model and evolve artificial players for games. Existing techniques range from black box neural networks to entirely hand-designed solutions. In this paper, we demonstrate the feasibility…
The evaluation of procedural content generation (PCG) systems for generating video game levels is a complex and contested topic. Ideally, the field would have access to robust, generalisable and widely accepted evaluation approaches that…
Prior research has shown variational autoencoders (VAEs) to be useful for generating and blending game levels by learning latent representations of existing level data. We build on such models by exploring the level design affordances and…
Procedural Content Generation via Reinforcement Learning (PCGRL) foregoes the need for large human-authored data-sets and allows agents to train explicitly on functional constraints, using computable, user-defined measures of quality…
The visual world we sense, interpret and interact everyday is a complex composition of interleaved physical entities. Therefore, it is a very challenging task to generate vivid scenes of similar complexity using computers. In this work, we…
Procedural content generation uses algorithmic techniques to create large amounts of new content for games at much lower production costs. In newer approaches, procedural content generation utilizes machine learning. However, these methods…
Despite success on a wide range of problems related to vision, generative adversarial networks (GANs) often suffer from inferior performance due to unstable training, especially for text generation. To solve this issue, we propose a new…
This paper proposes the idea of using a generative adversarial network (GAN) to assist a novice user in designing real-world shapes with a simple interface. The user edits a voxel grid with a painting interface (like Minecraft). Yet, at any…
Mixed-integer linear programming (MILP) is widely employed for modeling combinatorial optimization problems. In practice, similar MILP instances with only coefficient variations are routinely solved, and machine learning (ML) algorithms are…
Generative Adversarial Networks (GANs) are an emerging form of indirect encoding. The GAN is trained to induce a latent space on training data, and a real-valued evolutionary algorithm can search that latent space. Such Latent Variable…
Generative Adversarial Networks (GANs) have been shown to be powerful and flexible priors when solving inverse problems. One challenge of using them is overcoming representation error, the fundamental limitation of the network in…
We present initial research towards procedural generation of Simplified Boardgames and translating them into an efficient GDL code. This is a step towards establishing Simplified Boardgames as a comparison class for General Game Playing…
A good Text-to-Image model should not only generate high quality images, but also ensure the consistency between the text and the generated image. Previous models failed to simultaneously fix both sides well. This paper proposes a Gradual…
Many games feature a progression of levels that doesn't adapt to the player. This can be problematic because some players may get stuck if the progression is too difficult, while others may find it boring if the progression is too slow to…
Image generation has been heavily investigated in computer vision, where one core research challenge is to generate images from arbitrarily complex distributions with little supervision. Generative Adversarial Networks (GANs) as an implicit…
Modern game development faces significant challenges in creativity and cost due to predetermined content in traditional game engines. Recent breakthroughs in video generation models, capable of synthesizing realistic and interactive virtual…
We propose a new framework for estimating generative models via an adversarial process, in which we simultaneously train two models: a generative model G that captures the data distribution, and a discriminative model D that estimates the…
Mixed-integer programming (MIP) technology offers a generic way of formulating and solving combinatorial optimization problems. While generally reliable, state-of-the-art MIP solvers base many crucial decisions on hand-crafted heuristics,…