Related papers: Path of Destruction: Learning an Iterative Level G…
This paper explores the challenges and benefits of a trainable destruction process in diffusion samplers -- diffusion-based generative models trained to sample an unnormalised density without access to data samples. Contrary to the majority…
Deep generative replay has emerged as a promising approach for continual learning in decision-making tasks. This approach addresses the problem of catastrophic forgetting by leveraging the generation of trajectories from previously…
In this paper, we propose an effective point cloud generation method, which can generate multi-resolution point clouds of the same shape from a latent vector. Specifically, we develop a novel progressive deconvolution network with the…
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…
This paper presents a method to reconstruct high-quality textured 3D models from single images. Current methods rely on datasets with expensive annotations; multi-view images and their camera parameters. Our method relies on GAN generated…
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…
Generative Adversarial Networks (GANs) are a machine learning approach capable of generating novel example outputs across a space of provided training examples. Procedural Content Generation (PCG) of levels for video games could benefit…
Mapping the chemical reaction pathways and their corresponding activation barriers is a significant challenge in molecular simulation. Given the inherent complexities of 3D atomic geometries, even generating an initial guess of these paths…
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…
In this work, we consider the problem of procedural content generation for video game levels. Prior approaches have relied on evolutionary search (ES) methods capable of generating diverse levels, but this generation procedure is slow,…
Generative Adversarial Networks (GANs) are an emerging form of indirect encoding. The GAN is trained to induce a latent space on training data, and a real-valued evolutionary algorithm can search that latent space. Such Latent Variable…
The automatic generation of game tutorials is a challenging AI problem. While it is possible to generate annotations and instructions that explain to the player how the game is played, this paper focuses on generating a gameplay experience…
Thanks to the recent development of deep generative models, it is becoming possible to generate high-quality images with both fidelity and diversity. However, the training of such generative models requires a large dataset. To reduce the…
This paper presents a method to reconstruct high-quality textured 3D models from both multi-view and single-view images. The reconstruction is posed as an adaptation problem and is done progressively where in the first stage, we focus on…
In this study we introduce a new technique for the generation of terrain maps, exploiting a combination of procedural generation and Neural Style Transfer. We consider our approach to be a viable alternative to competing generative models,…
Iterative generative models, such as noise conditional score networks and denoising diffusion probabilistic models, produce high quality samples by gradually denoising an initial noise vector. However, their denoising process has many…
We propose a new technique that boosts the convergence of training generative adversarial networks. Generally, the rate of training deep models reduces severely after multiple iterations. A key reason for this phenomenon is that a deep…
Obtaining high quality particle distribution representing clean geometry in pre-processing is essential for the simulation accuracy of the particle-based methods. In this paper, several level-set based techniques for cleaning up `dirty'…
We explore AI-powered upscaling as a design assistance tool in the context of creating 2D game levels. Deep neural networks are used to upscale artificially downscaled patches of levels from the puzzle platformer game Lode Runner. The…
Design generation, in its essence, is a step-by-step process where designers progressively refine and enhance their work through careful modifications. Despite this fundamental characteristic, existing approaches mainly treat design…