Related papers: Automatic Generation of Board Game Manuals
Procedural content generation in video games has a long history. Existing procedural content generation methods, such as search-based, solver-based, rule-based and grammar-based methods have been applied to various content types such as…
"This paper introduces a new task and a new dataset", "we improve the state of the art in X by Y" -- it is rare to find a current natural language processing paper (or AI paper more generally) that does not contain such statements. What is…
This paper presents a novel concept for intuitive end-user programming of robots, inspired by natural interaction between humans. Natural language and supportive gestures are translated into robot programs using large language models (LLMs)…
Game balancing is an important part of the (computer) game design process, in which designers adapt a game prototype so that the resulting gameplay is as entertaining as possible. In industry, the evaluation of a game is often based on…
Automatic assessment of code, in particular to support education, is an important feature included in several Learning Management Systems (LMS), at least to some extent. Several kinds of assessments can be designed, such as exercises asking…
Designing effective game tutorials is crucial for a smooth learning curve for new players, especially in games with many rules and complex core mechanics. Evaluating the effectiveness of these tutorials usually requires multiple iterations…
Game Description Generation (GDG) is the task of generating a game description written in a Game Description Language (GDL) from natural language text. Previous studies have explored generation methods leveraging the contextual…
Text-to-level generation aims to translate natural language descriptions into structured game levels, enabling intuitive control over procedural content generation. While prior text-to-level generators are typically limited to a single game…
Dialogue authoring in large games requires not only content creation but the subtlety of its delivery, which can vary from character to character. Manually authoring this dialogue can be tedious, time-consuming, or even altogether…
As we develop more assistive and automated game design systems, the question of how these systems should be integrated into game development workflows, and how much adaptation may be required, becomes increasingly important. In this paper…
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…
Game UI development is essential to the game industry. However, the traditional workflow requires substantial manual effort to integrate pairwise UI and UX designs into a cohesive game user interface (GameUI). The inconsistency between the…
Procedural content generation via Machine Learning (PCGML) is the umbrella term for approaches that generate content for games via machine learning. One of the benefits of PCGML is that, unlike search or grammar-based PCG, it does not…
We introduce GamEDAI, a hierarchical multi-agent framework that transforms instructor-provided questions into fully playable, pedagogically grounded educational games validated through formal mechanic contracts. Built on phase-based…
This short paper describes an ongoing research project that requires the automated self-play learning and evaluation of a large number of board games in digital form. We describe the approach we are taking to determine relevant features,…
The Game Description Language (GDL) is a widely used formalism for specifying the rules of general games. Writing correct GDL descriptions can be challenging, especially for non-experts. Automated theorem proving has been proposed to assist…
Large Language Models (LLM) based agents have shown promise in autonomously completing tasks across various domains, e.g., robotics, games, and web navigation. However, these agents typically require elaborate design and expert prompts to…
A method is presented for automatically augmenting the bilingual lexicon of an existing Machine Translation system, by extracting bilingual entries from aligned bilingual text. The proposed method only relies on the resources already…
Machine learning for procedural content generation has recently become an active area of research. Levels vary in both form and function and are mostly unrelated to each other across games. This has made it difficult to assemble suitably…
Interactive fictions, or text-adventures, are games in which a player interacts with a world entirely through textual descriptions and text actions. Text-adventure games are typically structured as puzzles or quests wherein the player must…