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Procedural Content Generation (PCG) techniques enable automatic creation of diverse and complex environments. While PCG facilitates more efficient content creation, ensuring consistently high-quality, industry-standard content remains a…
Summary assessment involves evaluating how well a generated summary reflects the key ideas and meaning of the source text, requiring a deep understanding of the content. Large Language Models (LLMs) have been used to automate this process,…
Natural language generation (NLG) has received increasing attention, which has highlighted evaluation as a central methodological concern. Since human evaluations for these systems are costly, automatic metrics have broad appeal in NLG.…
Behavior trees (BTs) are a popular method for modeling NPC and enemy AI behavior and have been widely used in commercial games. In this work, rather than use BTs to model game playing agents, we use them for modeling game design agents,…
Video generation assessment is essential for ensuring that generative models produce visually realistic, high-quality videos while aligning with human expectations. Current video generation benchmarks fall into two main categories:…
This paper describes a method for generative player modeling and its application to the automatic testing of game content using archetypal player models called procedural personas. Theoretically grounded in psychological decision theory,…
Co-creative Procedural Content Generation via Machine Learning (PCGML) refers to systems where a PCGML agent and a human work together to produce output content. One of the limitations of co-creative PCGML is that it requires co-creative…
A major challenge in the field of Text Generation is evaluation: Human evaluations are cost-intensive, and automated metrics often display considerable disagreement with human judgments. In this paper, we propose a statistical model of Text…
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…
Despite growing interest in natural language generation (NLG) models that produce diverse outputs, there is currently no principled method for evaluating the diversity of an NLG system. In this work, we propose a framework for evaluating…
MineRL 2019 competition challenged participants to train sample-efficient agents to play Minecraft, by using a dataset of human gameplay and a limit number of steps the environment. We approached this task with behavioural cloning by…
Human-defined creativity is highly abstract, posing a challenge for multimodal large language models (MLLMs) to comprehend and assess creativity that aligns with human judgments. The absence of an existing benchmark further exacerbates this…
In this work, we present two novel contributions toward improving research in human-machine teaming (HMT): 1) a Minecraft testbed to accelerate testing and deployment of collaborative AI agents and 2) a tool to allow users to revisit and…
With the rapid development of Large Language Models (LLMs), a large number of machine learning models have been developed to assist programming tasks including the generation of program code from natural language input. However, how to…
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…
Machine translation (MT) of user-generated content (UGC) poses unique challenges, including handling slang, emotion, and literary devices like irony and sarcasm. Evaluating the quality of these translations is challenging as current metrics…
The use of machine learning (ML) models to assess and score textual data has become increasingly pervasive in an array of contexts including natural language processing, information retrieval, search and recommendation, and credibility…
Automated metrics for Machine Translation have made significant progress, with the goal of replacing expensive and time-consuming human evaluations. These metrics are typically assessed by their correlation with human judgments, which…
The paper presents the PCGPT framework, an innovative approach to procedural content generation (PCG) using offline reinforcement learning and transformer networks. PCGPT utilizes an autoregressive model based on transformers to generate…
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…