Related papers: Automatic Generation of Board Game Manuals
In this paper, we propose a fully automatic system for generating comic books from videos without any human intervention. Given an input video along with its subtitles, our approach first extracts informative keyframes by analyzing the…
We introduce AI rationalization, an approach for generating explanations of autonomous system behavior as if a human had performed the behavior. We describe a rationalization technique that uses neural machine translation to translate…
In recent years, Procedural Level Generation via Machine Learning (PLGML) techniques have been applied to generate game levels with machine learning. These approaches rely on human-annotated representations of game levels. Creating…
Large Language Models (LLMs) are revolutionizing industries by enhancing efficiency, scalability, and innovation. This paper investigates the potential of LLMs in automating Computer-Aided Design (CAD) workflows, by integrating FreeCAD with…
There are few digital tools to help designers create game mechanics. A general language to express game mechanics is necessary for rapid game design iteration. The first iteration of a mechanics-focused language, together with its…
Algorithms that generate computer game content require game design knowledge. We present an approach to automatically learn game design knowledge for level design from gameplay videos. We further demonstrate how the acquired design…
Automatic generation of level maps is a popular form of automatic content generation. In this study, a recently developed technique employing the {\em do what's possible} representation is used to create open-ended level maps. Generation of…
We present a generative optimization approach for learning game-playing agents, where policies are represented as Python programs and refined using large language models (LLMs). Our method treats decision-making policies as self-evolving…
Procedural generation is used across game design to achieve a wide variety of ends, and has led to the creation of several game subgenres by injecting variance, surprise or unpredictability into otherwise static designs. Information games…
Procedural content generation via machine learning (PCGML) has shown success at producing new video game content with machine learning. However, the majority of the work has focused on the production of static game content, including game…
We study dictionary definition generation (DDG), i.e., the generation of non-contextualized definitions for given headwords. Dictionary definitions are an essential resource for learning word senses, but manually creating them is costly,…
Many advancements have been made in procedural content generation for games, and with mixed-initiative co-creativity, have the potential for great benefits to human designers. However, co-creative systems for game generation are typically…
This paper proposes a method for abstracting control systems by timed game automata, and is aimed at obtaining automatic controller synthesis. The proposed abstraction is based on partitioning the state space of a control system using…
Neuro-fuzzy systems are a technique of explainable artificial intelligence (XAI). They elaborate knowledge models as a set of fuzzy rules. Fuzzy sets are crucial components of fuzzy rules. They are used to model linguistic terms. In this…
In this study, we investigate the use of Large Language Models (LLMs) for the interactive and automated production of customs circuit layouts described in natural language. Our proposed layout automation process leverages a…
Procedural Content Generation (PCG) refers to the practice, in videogames and other games, of generating content such as levels, quests, or characters algorithmically. Motivated by the need to make games replayable, as well as to reduce…
Creating programs to represent board games can be a time-consuming task. Large Language Models (LLMs) arise as appealing tools to expedite this process, given their capacity to efficiently generate code from simple contextual information.…
We introduce WorldGen, a system that enables the automatic creation of large-scale, interactive 3D worlds directly from text prompts. Our approach transforms natural language descriptions into traversable, fully textured environments that…
In this report, we inspect the application of an evolutionary approach to the game of Rack'O, which is a card game revolving around the notion of decision making. We first apply the evolutionary technique for obtaining a set of rules over…
Prompt engineering is crucial for achieving reliable and effective outputs from large language models (LLMs), but its design requires specialized knowledge of prompting techniques and a deep understanding of target tasks. To address this…