Related papers: Ensemble Learning For Mega Man Level Generation
Procedural Content Generation for 3D game levels faces challenges in balancing spatial coherence, navigational functionality, and adaptable gameplay progression across multi-floor environments. This paper introduces a novel framework for…
Despite the increasing use of large language models (LLMs) for context-grounded tasks like summarization and question-answering, understanding what makes an LLM produce a certain response is challenging. We propose Multi-Level Explanations…
As a common method in Machine Learning, Ensemble Method is used to train multiple models from a data set and obtain better results through certain combination strategies. Stacking method, as representatives of Ensemble Learning methods, is…
Large Language Models (LLMs) have proven to be useful tools in various domains outside of the field of their inception, which was natural language processing. In this study, we provide practical directions on how to use LLMs to generate…
Driven by the rapid growth of machine learning, recent advances in game artificial intelligence (AI) have significantly impacted productivity across various gaming genres. Reward design plays a pivotal role in training game AI models,…
Procedural content generation (PCG) concerns all sorts of algorithms and tools which automatically produce game content, without requiring manual authoring by game artists. Besides generating com-plex static meshes, the PCG core usually…
Deep reinforcement learning (RL) has shown impressive results in a variety of domains, learning directly from high-dimensional sensory streams. However, when neural networks are trained in a fixed environment, such as a single level in a…
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…
In recent years, the pen and paper RPG market has experienced significant growth. As a result, companies are increasingly exploring the integration of AI technologies to enhance player experience and gain a competitive edge. One of the key…
Generative feature matching network (GFMN) is an approach for training implicit generative models for images by performing moment matching on features from pre-trained neural networks. In this paper, we present new GFMN formulations that…
In machine learning (ML), ensemble methods such as bagging, boosting, and stacking are widely-established approaches that regularly achieve top-notch predictive performance. Stacking (also called "stacked generalization") is an ensemble…
Recent years, there has been growing interests in experience-driven procedural level generation. Various metrics have been formulated to model player experience and help generate personalised levels. In this work, we question whether…
Procedural terrain generation for video games has been traditionally been done with smartly designed but handcrafted algorithms that generate heightmaps. We propose a first step toward the learning and synthesis of these using recent…
This paper presents a level generation method for Super Mario by stitching together pre-generated "scenes" that contain specific mechanics, using mechanic-sequences from agent playthroughs as input specifications. Given a sequence of…
Large Language Models (LLMs) are powerful tools, capable of leveraging their training on natural language to write stories, generate code, and answer questions. But can they generate functional video game levels? Game levels, with their…
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…
Generative artificial intelligence (AI) has made unprecedented advances in vision language models over the past two years. During the generative process, new samples (images) are generated from an unknown high-dimensional distribution.…
Video game level generation based on machine learning (ML), in particular, deep generative models, has attracted attention as a technique to automate level generation. However, applications of existing ML-based level generations are mostly…
We present practical approaches of using deep learning to create and enhance level maps and textures for video games -- desktop, mobile, and web. We aim to present new possibilities for game developers and level artists. The task of…
In recent years, machine learning (ML) systems have been increasingly applied for performing creative tasks. Such creative ML approaches have seen wide use in the domains of visual art and music for applications such as image and music…