Related papers: Level Generation for Angry Birds with Sequential V…
The rapid advancement of generative models has empowered modern AI systems to comprehend and produce highly sophisticated content, even achieving human-level performance in specific domains. However, these models are fundamentally…
Generative Adversarial Networks (GANs) are unsupervised models designed to learn and replicate a target distribution. The vanilla versions of these models can be extended to more controllable models. Conditional Generative Adversarial…
Automatically generating high-quality real world 3D scenes is of enormous interest for applications such as virtual reality and robotics simulation. Towards this goal, we introduce NeuralField-LDM, a generative model capable of synthesizing…
The automatic generation of game tutorials is a challenging AI problem. While it is possible to generate annotations and instructions that explain to the player how the game is played, this paper focuses on generating a gameplay experience…
Deep generative neural networks, such as Variational AutoEncoders (VAEs), offer an opportunity to better understand and control language models from the perspective of sentence-level latent spaces. To combine the controllability of VAE…
Procedural content generation in video games has a long history. Existing procedural content generation methods, such as search-based, solver-based, rule-based and grammar-based methods have been applied to various content types such as…
Generative methods (Gen-AI) are reviewed with a particular goal of solving tasks in machine learning and Bayesian inference. Generative models require one to simulate a large training dataset and to use deep neural networks to solve a…
A level generator is a tool that generates game levels from noise. Training a generator without a dataset suffers from feedback sparsity, since it is unlikely to generate a playable level via random exploration. A common solution is shaped…
In this paper, we investigate the problem of string-based molecular generation via variational autoencoders (VAEs) that have served a popular generative approach for various tasks in artificial intelligence. We propose a simple, yet…
This paper introduces a surrogate model of gameplay that learns the mapping between different game facets, and applies it to a generative system which designs new content in one of these facets. Focusing on the shooter game genre, the paper…
The physics-based simulation game Angry Birds has been heavily researched by the AI community over the past five years, and has been the subject of a popular AI competition that is currently held annually as part of a leading AI conference.…
Large-scale video generative models can synthesize diverse and realistic visual content for dynamic world creation, but they often lack element-wise controllability, hindering their use in editing scenes and training embodied AI agents. We…
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,…
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…
Deep generative models are attracting great attention as a new promising approach for molecular design. All models reported so far are based on either variational autoencoder (VAE) or generative adversarial network (GAN). Here we propose a…
Traditionally, AI development for two-player zero-sum games has relied on two primary techniques: decision trees and reinforcement learning (RL). A common approach involves using a fixed decision tree as one player's strategy while training…
It is desirable but challenging to generate content-rich long videos in the scale of minutes. Autoregressive large language models (LLMs) have achieved great success in generating coherent and long sequences of tokens in the domain of…
Generating challenging instances is crucial for the evaluation and advancement of combinatorial optimization solvers. In this work, we introduce EALG (Evolutionary Adversarial Generation of Language Model-Guided Generators), a novel…
There have been many work in the literature on generation of various kinds of images such as Hand-Written characters (MNIST dataset), scene images (CIFAR-10 dataset), various objects images (ImageNet dataset), road signboard images (SVHN…
In this thesis, we explore the use of deep neural networks for generation of natural language. Specifically, we implement two sequence-to-sequence neural variational models - variational autoencoders (VAE) and variational encoder-decoders…