Related papers: Toward Co-creative Dungeon Generation via Transfer…
Quality-diversity (QD) algorithms search for a set of good solutions which cover a space as defined by behavior metrics. This simultaneous focus on quality and diversity with explicit metrics sets QD algorithms apart from standard single-…
Using artificial intelligence (AI) to automatically test a game remains a critical challenge for the development of richer and more complex game worlds and for the advancement of AI at large. One of the most promising methods for achieving…
Procedural Content Generation (PCG) algorithms enable the automatic generation of complex and diverse artifacts. However, they don't provide high-level control over the generated content and typically require domain expertise. In contrast,…
The novel technique introduced here aims to accomplish the first stage of transferring low-level cognitive skills between two individuals (e.g. from expert to learner) to ease the consecutive higher level declarative learning process for…
Recent work in neural generation has attracted significant interest in controlling the form of text, such as style, persona, and politeness. However, there has been less work on controlling neural text generation for content. This paper…
Various collaborative distributed machine learning (CDML) systems, including federated learning systems and swarm learning systems, with diferent key traits were developed to leverage resources for the development and use of machine…
We explore the intersection of human and machine creativity by generating sculptural objects through machine learning. This research raises questions about both the technical details of automatic art generation and the interaction between…
Reconstructing human-object interaction in 3D from a single RGB image is a challenging task and existing data driven methods do not generalize beyond the objects present in the carefully curated 3D interaction datasets. Capturing…
Contrary to most natural language processing research, which makes use of static datasets, humans learn language interactively, grounded in an environment. In this work we propose an interactive learning procedure called Mechanical Turker…
Video games demand is constantly increasing, which requires the costly production of large amounts of content. Towards this challenge, researchers have developed Search-Based Procedural Content Generation (SBPCG), that is, the…
Several attempts have been made to implement text command control for game agents. However, current technologies are limited to processing predefined format commands. This paper proposes a pioneering text command control system for a game…
Video world models have shown immense promise for interactive simulation and entertainment, but current systems still struggle with two important aspects of interactivity: user control over the environment for reproducible, editable…
The ways people remember and recall places reveal an invisible aspect of cultural heritage (CH), reflecting how individuals and communities relate to these places. Heritage is communal, emerging through collaboratively constructed…
We propose a new procedural content generation method which learns iterative level generators from a dataset of existing levels. The Path of Destruction method, as we call it, views level generation as repair; levels are created by…
Modern AI systems such as self-driving cars and game-playing agents achieve superhuman performance, but often lack human-like generalization, interpretability, and inter-operability with human users. Inspired by the rich interactions…
Large Language Models (LLMs) have shown strong potential for narrative generation, but their use in complex, multi-layered role-playing game (RPG) worlds is still limited by issues of coherence, controllability, and structural consistency.…
Code generation aims to automatically generate a piece of code given an input natural language utterance. Currently, among dominant models, it is treated as a sequence-to-tree task, where a decoder outputs a sequence of actions…
There are a range of metrics that can be applied to the artifacts produced by procedural content generation, and several of them come with qualitative claims. In this paper, we adapt a range of existing PCG metrics to generated Minecraft…
Developing comprehensive explicit world models is crucial for understanding and simulating real-world scenarios. Recently, Procedural Controllable Generation (PCG) has gained significant attention in large-scale scene generation by enabling…
Existing novice-friendly machine learning (ML) modeling tools center around a solo user experience, where a single user collects only their own data to build a model. However, solo modeling experiences limit valuable opportunities for…