Related papers: Illuminating Diverse Neural Cellular Automata for …
Neural Cellular Automata (NCAs) are a promising new approach to model self-organizing processes, with potential applications in life science. However, their deterministic nature limits their ability to capture the stochasticity of…
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-…
Video games can be used as an excellent test bed for Artificial Intelligence (AI) techniques. They are challenging and non-deterministic, this makes it very difficult to write strong AI players. An example of such a video game is Ms.…
Cellular automata (CA) captivate researchers due to teh emergent, complex individualized behavior that simple global rules of interaction enact. Recent advances in the field have combined CA with convolutional neural networks to achieve…
In this work, we present TOAD-GAN (Token-based One-shot Arbitrary Dimension Generative Adversarial Network), a novel Procedural Content Generation (PCG) algorithm that generates token-based video game levels. TOAD-GAN follows the SinGAN…
Optimizing the architecture of variational quantum circuits (VQCs) is crucial for advancing quantum computing (QC) towards practical applications. Current methods range from static ansatz design and evolutionary methods to machine learned…
Quality-Diversity (QD) optimisation is a new family of learning algorithms that aims at generating collections of diverse and high-performing solutions. Among those algorithms, the recently introduced Covariance Matrix Adaptation MAP-Elites…
A level generator is a tool that generates game levels from noise. Training a generator without a dataset suffers from feedback sparsity, since it is unlikely to generate a playable level via random exploration. A common solution is shaped…
Model rocketry presents a design task accessible to undergraduates while remaining an interesting challenge. Allowing for variation in fins, nose cones, and body tubes presents a rich design space containing numerous ways to achieve various…
With increasing interest in procedural content generation by academia and game developers alike, it is vital that different approaches can be compared fairly. However, evaluating procedurally generated video game levels is often difficult,…
We aim to generate fine-grained 3D geometry from large-scale sparse LiDAR scans, abundantly captured by autonomous vehicles (AV). Contrary to prior work on AV scene completion, we aim to extrapolate fine geometry from unlabeled and beyond…
Procedural Content Generation via Reinforcement Learning (PCGRL) offers a method for training controllable level designer agents without the need for human datasets, using metrics that serve as proxies for level quality as rewards. Existing…
We present a pilot study on crea.blender, a novel co-creative game designed for large-scale, systematic assessment of distinct constructs of human creativity. Co-creative systems are systems in which humans and computers (often with Machine…
Many mathematical optimization algorithms fail to sufficiently explore the solution space of high-dimensional nonlinear optimization problems due to the curse of dimensionality. This paper proposes generative models as a complement to…
Procedural content generation (PCG) is a growing field, with numerous applications in the video game industry and great potential to help create better games at a fraction of the cost of manual creation. However, much of the work in PCG is…
Generative Adversarial Networks (GANs) are proving to be a powerful indirect genotype-to-phenotype mapping for evolutionary search, but they have limitations. In particular, GAN output does not scale to arbitrary dimensions, and there is no…
Neural Cellular Automata (NCAs) are a model of morphogenesis, capable of growing two-dimensional artificial organisms from a single seed cell. In this paper, we show that NCAs can be trained to respond to signals. Two types of signal are…
Video game level generation based on machine learning (ML), in particular, deep generative models, has attracted attention as a technique to automate level generation. However, applications of existing ML-based level generations are mostly…
Variational autoencoders (VAEs) have been shown to be able to generate game levels but require manual exploration of the learned latent space to generate outputs with desired attributes. While conditional VAEs address this by allowing…
The recent advances in language-based generative models have paved the way for the orchestration of multiple generators of different artefact types (text, image, audio, etc.) into one system. Presently, many open-source pre-trained models…