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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…
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,…
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)…
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…
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…
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…
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…
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…
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…
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,…
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…
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…
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…
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…
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…
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…
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,…
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…