Related papers: Automatic Generation of Board Game Manuals
With more and more digital media, especially in the field of virtual reality where detailed and convincing scenes are much required, procedural scene generation is a big helping tool for artists. A problem is that defining scene…
One of the challenges of language teaching is how to organize the rules regarding syntax, semantics, or phonology of the language in a meaningful manner. This not only requires pedagogical skills, but also requires a deep understanding of…
The Naming Game has been studied to explore the role of self-organization in the development and negotiation of linguistic conventions. In this paper, we define an automata networks approach to the Naming Game. Two problems are faced: (1)…
World-building, the process of developing both the narrative and physical world of a game, plays a vital role in the game's experience. Critically-acclaimed independent and AAA video games are praised for strong world-building, with game…
Open world games present players with more freedom than games with linear progression structures. However, without clearly-defined objectives, they often leave players without a sense of purpose. Most of the time, quests and objectives are…
Hedonic games are meant to model how coalitions of people form and break apart in the real world. However, it is difficult to run simulations when everything must be done by hand on paper. We present an online software that allows fast and…
Co-creative Procedural Content Generation via Machine Learning (PCGML) refers to systems where a PCGML agent and a human work together to produce output content. One of the limitations of co-creative PCGML is that it requires co-creative…
This work applies natural language modeling to generate plausible strategic moves in the ancient game of Go. We train the Generative Pretrained Transformer (GPT-2) to mimic the style of Go champions as archived in Smart Game Format (SGF),…
In this paper we present a technique for procedurally generating 3D maps using a set of premade meshes which snap together based on designer-specified visual constraints. The proposed approach avoids size and layout limitations, offering…
We introduce the problem of generating Let's Play-style commentary of gameplay video via machine learning. We propose an analysis of Let's Play commentary and a framework for building such a system. To test this framework we build an…
People enjoy encounters with generative software, but rarely are they encouraged to interact with, understand or engage with it. In this paper we define the term 'PCG-based game', and explain how this concept follows on from the idea of an…
ProMoAI is a novel tool that leverages Large Language Models (LLMs) to automatically generate process models from textual descriptions, incorporating advanced prompt engineering, error handling, and code generation techniques. Beyond…
This paper presents the development of an AI-powered workflow that uses Large Language Models (LLMs) to assist in drafting schematic architectural floor plans from natural language prompts. The proposed system interprets textual input to…
Many popular video games use pseudorandom number generators to create randomly distributed locations for game objects as highly unpredictable as possible. Some scenarios like game competition also need reproducible randomness, namely the…
Domain knowledge is crucial for effective performance in autonomous control systems. Typically, human effort is required to encode this knowledge into a control algorithm. In this paper, we present an approach to language grounding which…
Large Language Models (LLMs) have the potential to automate reward engineering by leveraging their broad domain knowledge across various tasks. However, they often need many iterations of trial-and-error to generate effective reward…
Since the dawn of Trading Card Games, the genre has grown into a multi-billion-dollar industry engaging millions of analog and digital players worldwide. Popular TCGs rely on regular updates, balance adjustments, and rotating constraints to…
In this paper we discuss a first attempt to build a language learning game for brazilian indigenous languages and the challenges around it. We present a design for the tool with gamification aspects. Then we describe a process to…
We introduce the new task of generating Illustrated Instructions, i.e., visual instructions customized to a user's needs. We identify desiderata unique to this task, and formalize it through a suite of automatic and human evaluation…
Games on recursive game graphs can be used to reason about the control flow of sequential programs with recursion. In games over recursive game graphs, the most natural notion of strategy is the modular strategy, i.e., a strategy that is…