Related papers: Toward Co-creative Dungeon Generation via Transfer…
The term Procedural Content Generation (PCG) refers to the (semi-)automatic generation of game content by algorithmic means, and its methods are becoming increasingly popular in game-oriented research and industry. A special class of these…
The balancing process for game levels in competitive two-player contexts involves a lot of manual work and testing, particularly for non-symmetrical game levels. In this work, we frame game balancing as a procedural content generation task…
In game development, designing compelling visual assets that convey gameplay-relevant features requires time and experience. Recent image generation methods that create high-quality content could reduce development costs, but these…
To reach consensus among interacting agents is a problem of interest for social, economical, and political systems. A computational and mathematical framework to investigate consensus dynamics on complex networks is naming games. In…
In recent years, with the development of deep learning, text generation technology has undergone great changes and provided many kinds of services for human beings, such as restaurant reservation and daily communication. The automatically…
AI Advancements have augmented casual writing and story generation, but their usage poses challenges in collaborative storytelling. In role-playing games such as Dungeons & Dragons (D&D), composing prompts using generative AI requires a…
Generative Adversarial Networks (GANs) are a machine learning approach capable of generating novel example outputs across a space of provided training examples. Procedural Content Generation (PCG) of levels for video games could benefit…
Generative Artificial Intelligence systems have been developed for image, code, story, and game generation with the goal of facilitating human creativity. Recent work on neural generative systems has emphasized one particular means of…
This paper investigates a novel task of generating texture images from perceptual descriptions. Previous work on texture generation focused on either synthesis from examples or generation from procedural models. Generating textures from…
Artistic work leveraging Machine Learning techniques is an increasingly popular endeavour for those with a creative lean. However, most work is done in a single domain: text, images, music, etc. In this work, I design a system for a machine…
Procedural city generation that focuses on believability and adaptability to random terrain is a difficult challenge in the field of Procedural Content Generation (PCG). Dozens of researchers compete for a realistic approach in challenges…
Automated game design (AGD), the study of automatically generating game rules, has a long history in technical games research. AGD approaches generally rely on approximations of human play, either objective functions or AI agents. Despite…
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…
We teach goal-driven agents to interactively act and speak in situated environments by training on generated curriculums. Our agents operate in LIGHT (Urbanek et al. 2019) -- a large-scale crowd-sourced fantasy text adventure game wherein…
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…
While general game playing is an active field of research, the learning of game design has tended to be either a secondary goal of such research or it has been solely the domain of humans. We propose a field of research, Automated Game…
Constraint-based game content generators that learn local constraints from existing content, such as Wave Function Collapse (WFC), can generate visually satisfying game levels but face challenges in guaranteeing global properties, such as…
This paper presents a speculation on a fictive co-creation scenario that extends classical interaction patterns with generative models. While existing interfaces are restricted to the input and output layers, we suggest hidden layer…
The GDMC AI settlement generation challenge is a PCG competition about producing an algorithm that can create an "interesting" Minecraft settlement for a given map. This paper contains a collection of written experiences with this…
Referential games offer a grounded learning environment for neural agents which accounts for the fact that language is functionally used to communicate. However, they do not take into account a second constraint considered to be fundamental…