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Related papers: Modular Procedural Generation for Voxel Maps

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Video games demand is constantly increasing, which requires the costly production of large amounts of content. Towards this challenge, researchers have developed Search-Based Procedural Content Generation (SBPCG), that is, the…

Software Engineering · Computer Science 2023-11-09 Mar Zamorano , Carlos Cetina , Federica Sarro

We introduce the concept of Procedural Content Generation via Knowledge Transformation (PCG-KT), a new lens and framework for characterizing PCG methods and approaches in which content generation is enabled by the process of knowledge…

Artificial Intelligence · Computer Science 2023-05-02 Anurag Sarkar , Matthew Guzdial , Sam Snodgrass , Adam Summerville , Tiago Machado , Gillian Smith

Graph data structures offer a versatile and powerful means to model relationships and interconnections in various domains, promising substantial advantages in data representation, analysis, and visualization. In games, graph-based data…

Machine Learning · Computer Science 2024-09-10 Florian Rupp , Kai Eckert

We investigate how reinforcement learning can be used to train level-designing agents. This represents a new approach to procedural content generation in games, where level design is framed as a game, and the content generator itself is…

Machine Learning · Computer Science 2020-08-14 Ahmed Khalifa , Philip Bontrager , Sam Earle , Julian Togelius

This paper presents a method for generating floor plans for structures in Minecraft (Mojang 2009). Given a 3D space, it will auto-generate a building to fill that space using a combination of constrained growth and cellular automata. The…

Human-Computer Interaction · Computer Science 2019-06-13 Michael Cerny Green , Christoph Salge , Julian Togelius

The adoption of pre-trained language models to generate action plans for embodied agents is a promising research strategy. However, execution of instructions in real or simulated environments requires verification of the feasibility of…

Procedural content generation (PCG) is of great interest to game design and development as it generates game content automatically. Motivated by the recent learning-based PCG framework and other existing PCG works, we propose an alternative…

Artificial Intelligence · Computer Science 2015-11-03 Peizhi Shi , Ke Chen

With growing interest in Procedural Content Generation (PCG) it becomes increasingly important to develop methods and tools for evaluating and comparing alternative systems. There is a particular lack regarding the evaluation of generative…

Artificial Intelligence · Computer Science 2023-09-12 Jean-Baptiste Hervé , Oliver Withington , Marion Hervé , Laurissa Tokarchuk , Christoph Salge

Procedural Content Generation via Reinforcement Learning (PCGRL) offers a method for training controllable level designer agents without the need for human datasets, using metrics that serve as proxies for level quality as rewards. Existing…

Artificial Intelligence · Computer Science 2025-10-07 Sam Earle , Zehua Jiang , Eugene Vinitsky , Julian Togelius

Procedural Content Generation via Reinforcement Learning (PCGRL) has been introduced as a means by which controllable designer agents can be trained based only on a set of computable metrics acting as a proxy for the level's quality and key…

Machine Learning · Computer Science 2024-08-23 Sam Earle , Zehua Jiang , Julian Togelius

Procedural story generation (PCG) tailors a unique narrative experience for a player and can be accomplished via multiple techniques, from matching storylets to grammar-based generation. There exists a rich opportunity for evolutionary…

Software Engineering · Computer Science 2021-03-15 Erik M. Fredericks , Byron DeVries

Maps are a very important component of strategy games, and a time-consuming task if done by hand. Maps generated by traditional PCG techniques such as Perlin noise or tile-based PCG techniques look unnatural and unappealing, thus not…

Machine Learning · Computer Science 2023-01-10 Vasco Nunes , João Dias , Pedro A. Santos

This paper proposes a procedural content generator which evolves Minecraft buildings according to an open-ended and intrinsic definition of novelty. To realize this goal we evaluate individuals' novelty in the latent space using a 3D…

Machine Learning · Computer Science 2022-09-08 Matthew Barthet , Antonios Liapis , Georgios N. Yannakakis

Procedural Content Generation via Machine Learning (PCGML) faces a significant hurdle that sets it apart from other fields, such as image or text generation, which is limited annotated data. Many existing methods for procedural level…

Computer Vision and Pattern Recognition · Computer Science 2023-06-30 Negar Mirgati , Matthew Guzdial

In the Minecraft Collaborative Building Task, two players collaborate: an Architect (A) provides instructions to a Builder (B) to assemble a specified structure using 3D blocks. In this work, we investigate the use of large language models…

Computation and Language · Computer Science 2024-06-26 Chalamalasetti Kranti , Sherzod Hakimov , David Schlangen

Authoring realistic behaviors to populate a large virtual city can be a cumbersome, time-consuming and error-prone task. Believable crowds require the effort of storytellers and programming experts working together for long periods of time.…

Graphics · Computer Science 2018-11-27 O. Rogla , N. Pelechano , G. Patow

We introduce Dream-Cubed, a large-scale dataset of Minecraft worlds at voxel resolution, and a family of models using cubes as powerful compositional units for efficient generation of interactive 3D environments. Dream-Cubed comprises tens…

Computer Vision and Pattern Recognition · Computer Science 2026-04-28 Tim Merino , Sam Earle , Ryunosuke Iwai , Julian Togelius , Edoardo Cetin

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…

Artificial Intelligence · Computer Science 2025-12-15 Lim Chien Her , Ming Yan , Yunshu Bai , Ruihao Li , Hao Zhang

As space exploration advances, underground environments are becoming increasingly attractive due to their potential to provide shelter, easier access to resources, and enhanced scientific opportunities. Although such environments exist on…

Robotics · Computer Science 2025-10-31 Gabriel Manuel Garcia , Antoine Richard , Miguel Olivares-Mendez

As academic interest in procedural content generation (PCG) for games has increased, so has the need for methodologies for comparing and contrasting the output spaces of alternative PCG systems. In this paper we introduce and evaluate a…

Human-Computer Interaction · Computer Science 2022-11-01 Oliver Withington , Laurissa Tokarchuk