Related papers: Generating Lode Runner Levels by Learning Player P…
Recent advances in data-driven reinforcement learning and motion tracking have substantially improved humanoid locomotion, yet critical practical challenges remain. In particular, while low-level motion tracking and trajectory-following…
People are remarkably capable of generating their own goals, beginning with child's play and continuing into adulthood. Despite considerable empirical and computational work on goals and goal-oriented behavior, models are still far from…
Reinforcement learning (RL) faces challenges in evaluating policy trajectories within intricate game tasks due to the difficulty in designing comprehensive and precise reward functions. This inherent difficulty curtails the broader…
Recurrent neural networks are able to learn complex long-term relationships from sequential data and output a pdf over the state space. Therefore, recurrent models are a natural choice to address path prediction tasks, where a trained model…
Generative Adversarial Networks (GANs) can generate levels for a variety of games. This paper focuses on combining GAN-generated segments in a snaking pattern to create levels for Mega Man. Adjacent segments in such levels can be…
Procedural Music Generation (PMG) is an emerging field that algorithmically creates music content for video games. By leveraging techniques from simple rule-based approaches to advanced machine learning algorithms, PMG has the potential to…
This paper presents a novel framework for automated game template generation by transforming Game Design Documents (GDDs) into functional Unity game prototypes using Natural Language Processing (NLP) and multi-modal Large Language Models…
We present a novel approach to automatically synthesize "wayfinding instructions" for an embodied robot agent. In contrast to prior approaches that are heavily reliant on human-annotated datasets designed exclusively for specific simulation…
In computer animation, game design, and human-computer interaction, synthesizing human motion that aligns with user intent remains a significant challenge. Existing methods have notable limitations: textual approaches offer high-level…
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…
Goal-conditioned and Multi-Task Reinforcement Learning (GCRL and MTRL) address numerous problems related to robot learning, including locomotion, navigation, and manipulation scenarios. Recent works focusing on language-defined robotic…
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…
Background: Many different approaches to controlled text generation (CTG) have been proposed over recent years, but it is difficult to get a clear picture of which approach performs best, because different datasets and evaluation methods…
In this article, we present an experimental approach to using parameterized Generative Adversarial Networks (GANs) to produce levels for the puzzle game Lily's Garden. We extract two condition vectors from the real levels in an effort to…
In this paper, we present a new methodology that employs tester agents to automate video game testing. We introduce two types of agents -synthetic and human-like- and two distinct approaches to create them. Our agents are derived from…
Generative Adversarial Networks (GANs) are a powerful indirect genotype-to-phenotype mapping for evolutionary search. Much previous work applying GANs to level generation focuses on fixed-size segments combined into a whole level, but…
Generative models for level generation have shown great potential in game production. However, they often provide limited control over the generation, and the validity of the generated levels is unreliable. Despite this fact, only a few…
Continual learning refers to the ability of humans and animals to incrementally learn over time in a given environment. Trying to simulate this learning process in machines is a challenging task, also due to the inherent difficulty in…
Classifying the difficulties of climbing routes and generating new routes are both challenging. Existing machine learning models not only fail to accurately predict a problem's difficulty, but they are also unable to generate reasonable…
Automatic machine learning, or AutoML, holds the promise of truly democratizing the use of machine learning (ML), by substantially automating the work of data scientists. However, the huge combinatorial search space of candidate pipelines…