Related papers: Automatic Generation of Board Game Manuals
The task of managing general game playing in a multi-agent system is the problem addressed in this paper. It is considered to be done by an agent. There are many reasons for constructing such an agent, called general game management agent.…
This paper presents a novel approach to procedural generation of urban maps for First Person Shooter (FPS) games. A multi-agent evolutionary system is employed to place streets, buildings and other items inside the Unity3D game engine,…
In recent years, significant advances have been made in the field of game research. However, there has been a noticeable dearth of scholarly research focused on the domain of dynamics, despite the widespread recognition among researchers of…
Game development is a highly technical practice that traditionally requires programming skills. This serves as a barrier to entry for would-be developers or those hoping to use games as part of their creative expression. While there have…
This survey explores Procedural Content Generation via Machine Learning (PCGML), defined as the generation of game content using machine learning models trained on existing content. As the importance of PCG for game development increases,…
Game development is a complex task involving multiple disciplines and technologies. Developers and researchers alike have suggested that AI-driven game design assistants may improve developer workflow. We present a recommender system for…
In this paper, I describe several approaches to automatic or semi-automatic development of symbolic rules for grammar checkers from the information contained in corpora. The rules obtained this way are an important addition to…
This thesis explores the use of a General Game System (GGS) to support the automatic expansion of game boards in boardless games. Traditional implementations of such games often rely on oversized static boards defined from the start, even…
We present in this article what we believe to be one of the first attempts at video game machine translation. Our study shows that models trained only with limited in-domain data surpass publicly available systems by a significant margin,…
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…
Terrains are the main part of an electronic game. To reduce human effort on game development, procedural techniques are used to generate synthetic terrains. However rendering a terrain is not a trivial task. Their rendering techniques must…
Creating and evaluating games manually is an arduous and laborious task. Procedural content generation can aid by creating game artifacts, but usually not an entire game. Evolutionary game design, which combines evolutionary algorithms with…
Automatically generating training supervision for embodied tasks is crucial, as manual designing is tedious and not scalable. While prior works use large language models (LLMs) or vision-language models (VLMs) to generate rewards, these…
Procedural content generation uses algorithmic techniques to create large amounts of new content for games at much lower production costs. In newer approaches, procedural content generation utilizes machine learning. However, these methods…
Our goal is to train a generative model of 3D hand motions, conditioned on natural language descriptions specifying motion characteristics such as handshapes, locations, finger/hand/arm movements. To this end, we automatically build pairs…
In this paper, we propose a methodology designed to support decision-making during the execution phase of military ground combat operations, with a focus on one's actions. This methodology generates and evaluates recommendations for various…
This paper presents a demonstration of our monster battle game, in which the game agents fight in accordance with their player's language commands. The commands were translated into the knowledge expression called behavior branches by a…
High sample complexity has long been a challenge for RL. On the other hand, humans learn to perform tasks not only from interaction or demonstrations, but also by reading unstructured text documents, e.g., instruction manuals. Instruction…
While users tend to perceive instructional videos as an experience rather than a lesson with a set of instructions, instructional videos are more effective and appealing than textual user manuals and eliminate the ambiguity in text-based…
We present THEaiTRE, a starting project aimed at automatic generation of theatre play scripts. This paper reviews related work and drafts an approach we intend to follow. We plan to adopt generative neural language models and hierarchical…