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Generative Adversarial Networks (GANs) have shown satisfactory performance in synthetic image generation by devising complex network structure and adversarial training scheme. Even though GANs are able to synthesize realistic images, there…
Generative adversarial networks (GANs), modeled as a zero-sum game between a generator (G) and a discriminator (D), allow generating synthetic data with formal guarantees. Noting that D is a classifier, we begin by reformulating the GAN…
Photorealism is an important aspect of modern video games since it can shape player experience and impact immersion, narrative engagement, and visual fidelity. To achieve photorealism, beyond traditional rendering pipelines, generative…
Synthesizing multi-character interactions is a challenging task due to the complex and varied interactions between the characters. In particular, precise spatiotemporal alignment between characters is required in generating close…
Recently, the emergence of large language models (LLMs) has unlocked new opportunities for procedural content generation. However, recent attempts mainly focus on level generation for specific games with defined game rules such as Super…
Automatic program repair (APR) is crucial to reduce manual debugging efforts for developers and improve software reliability. While conventional search-based techniques typically rely on heuristic rules or a redundancy assumption to mine…
In this article we introduce Graph Generation, an enhanced Column Generation (CG) algorithm for solving expanded linear programming relaxations of mixed integer linear programs. To apply Graph Generation, we must be able to map any given…
We present Lode Encoder, a gamified mixed-initiative level creation system for the classic platform-puzzle game Lode Runner. The system is built around several autoencoders which are trained on sets of Lode Runner levels. When fed with the…
Previous works on sequential learning address the problem of forgetting in discriminative models. In this paper we consider the case of generative models. In particular, we investigate generative adversarial networks (GANs) in the task of…
In this paper, we propose a generative adversarial network (GAN) approach for efficiently computing volatility surfaces. The idea is to make use of the special GAN neural architecture so that on one hand, we can learn volatility surfaces…
Robot assembly discovery is a challenging problem that lives at the intersection of resource allocation and motion planning. The goal is to combine a predefined set of objects to form something new while considering task execution with the…
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…
We propose two new techniques for training Generative Adversarial Networks (GANs). Our objectives are to alleviate mode collapse in GAN and improve the quality of the generated samples. First, we propose neighbor embedding, a manifold…
Automatically adapting game content to players opens new doors for game development. In this paper we propose an architecture using persona agents and experience metrics, which enables evolving procedurally generated levels tailored for…
With the rise of linked data and knowledge graphs, the need becomes compelling to find suitable solutions to increase the coverage and correctness of datasets, to add missing knowledge and to identify and remove errors. Several approaches -…
To generate new images for a given category, most deep generative models require abundant training images from this category, which are often too expensive to acquire. To achieve the goal of generation based on only a few images, we propose…
Deep neural networks for image quality enhancement typically need large quantities of highly-curated training data comprising pairs of low-quality images and their corresponding high-quality images. While high-quality image acquisition is…
Generative Adversarial Networks (GANs) are formulated as minimax game problems, whereby generators attempt to approach real data distributions by virtue of adversarial learning against discriminators. The intrinsic problem complexity poses…
Procedural Content Generation (PCG) enables game content to be created algorithmically without direct manual level-design effort, but it introduces a serious evaluation problem: generated content may become unbalanced, blocked, repetitive,…
Frame interpolation attempts to synthesise frames given one or more consecutive video frames. In recent years, deep learning approaches, and notably convolutional neural networks, have succeeded at tackling low- and high-level computer…