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Serious Games (SGs) are nowadays shifting focus to include procedural content generation (PCG) in the development process as a means of offering personalized and enhanced player experience. However, the development of a framework to assess…

Synthetic data has the potential to improve the performance, training efficiency, and privacy of real training examples. Nevertheless, existing approaches for synthetic text generation are mostly heuristics and cannot generate…

Machine Learning · Computer Science 2025-06-10 Dang Nguyen , Zeman Li , Mohammadhossein Bateni , Vahab Mirrokni , Meisam Razaviyayn , Baharan Mirzasoleiman

Large language models (LLMs) offer promise for dynamic game content generation, but they face critical barriers, including narrative incoherence and high operational costs. Due to their large size, they are often accessed in the cloud,…

Artificial Intelligence · Computer Science 2026-05-20 Morten I. K. Munk , Arturo Valdivia , Paolo Burelli

In feedback generation for logical errors in programming assignments, large language model (LLM)-based methods have shown great promise. These methods ask the LLM to generate feedback given the problem statement and a student's (buggy)…

Computation and Language · Computer Science 2024-05-10 Hasnain Heickal , Andrew Lan

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…

Machine Learning · Computer Science 2021-03-30 Daniel Karavolos , Antonios Liapis , Georgios N. Yannakakis

There is a constant need for educators to develop and maintain effective up-to-date assessments. While there is a growing body of research in computing education on utilizing large language models (LLMs) in generation and engagement with…

We propose Learned Path Ranking (LPR), a method that accepts an end-effector goal pose, and learns to rank a set of goal-reaching paths generated from an array of path generating methods, including: path planning, Bezier curve sampling, and…

Robotics · Computer Science 2022-04-05 Stephen James , Pieter Abbeel

It has recently been shown that reinforcement learning can be used to train generators capable of producing high-quality game levels, with quality defined in terms of some user-specified heuristic. To ensure that these generators' output is…

Machine Learning · Computer Science 2021-05-10 Sam Earle , Maria Edwards , Ahmed Khalifa , Philip Bontrager , Julian Togelius

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

Autonomous driving technology has five levels, from L0 to L5. Currently, only the L2 level (partial automation) can be achieved, and there is a long way to go before reaching the final level of L5 (full automation). The key to crossing…

Artificial Intelligence · Computer Science 2023-07-11 Wenjin Li , Kai Li

LLM-based (Large Language Model) GUI (Graphical User Interface) agents can potentially reshape our daily lives significantly. However, current LLM-based GUI agents suffer from the scarcity of high-quality training data owing to the…

Artificial Intelligence · Computer Science 2025-05-26 Danyang Zhang , Situo Zhang , Ziyue Yang , Zichen Zhu , Zihan Zhao , Ruisheng Cao , Lu Chen , Kai Yu

This paper presents a novel approach to procedural generation of urban maps for First Person Shooter (FPS) games. A multi-agent evolutionary system is employed to place streets, buildings and other items inside the Unity3D game engine,…

Artificial Intelligence · Computer Science 2016-04-21 Jan Kruse , Ricardo Sosa , Andy M. Connor

Training models on synthetic data has emerged as an increasingly important strategy for improving the performance of generative AI. This approach is particularly helpful for large multimodal models (LMMs) due to the relative scarcity of…

Artificial Intelligence · Computer Science 2026-01-13 Gabriela Ben Melech Stan , Estelle Aflalo , Avinash Madasu , Vasudev Lal , Phillip Howard

Terrains are the main part of an electronic game. To reduce human effort on game development, procedural techniques are used to generate synthetic terrains. However rendering a terrain is not a trivial task. Their rendering techniques must…

Graphics · Computer Science 2018-03-14 Ricardo B. D. d'Oliveira , Antonio L. Apolinário

Game level editing is the process of constructing a full game level starting from 3D asset libraries, e.g. 3d models, textures, shaders, scripts. In level editing, designers define the look and behavior of the whole level by placing…

Graphics · Computer Science 2016-03-03 Christian Santoni , Gabriele Salvati , Valentina Tibaldo , Fabio Pellacini

In this work, a novel learning-based approach has been developed to generate driving paths by integrating LIDAR point clouds, GPS-IMU information, and Google driving directions. The system is based on a fully convolutional neural network…

Computer Vision and Pattern Recognition · Computer Science 2017-04-04 Luca Caltagirone , Mauro Bellone , Lennart Svensson , Mattias Wahde

The emergence of large language models (LLMs) has revolutionized the capabilities of text comprehension and generation. Multi-modal generation attracts great attention from both the industry and academia, but there is little work on…

Information Retrieval · Computer Science 2024-04-16 Xiaoteng Shen , Rui Zhang , Xiaoyan Zhao , Jieming Zhu , Xi Xiao

With the vast and dynamic user-generated content on Roblox, creating effective game recommendations requires a deep understanding of game content. Traditional recommendation models struggle with the inconsistent and sparse nature of game…

Information Retrieval · Computer Science 2025-02-12 Chen Wang , Xiaokai Wei , Yexi Jiang , Frank Ong , Kevin Gao , Xiao Yu , Zheng Hui , Se-eun Yoon , Philip Yu , Michelle Gong

An increasingly common area of study in procedural content generation is the creation of level segments: short pieces that can be used to form larger levels. Previous work has used basic concatenation to form these larger levels. However,…

Artificial Intelligence · Computer Science 2022-08-23 Colan Biemer , Seth Cooper

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