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Existing lane-level simulation road network generation is labor-intensive, resource-demanding, and costly due to the need for large-scale data collection and manual post-editing. To overcome these limitations, we propose automatically…
Generative modeling aims at producing new datapoints whose statistical properties resemble the ones in a training dataset. In recent years, there has been a burst of machine learning techniques and settings that can achieve this goal with…
Modern neural networks are often trained on massive datasets that are web scraped with minimal human inspection. As a result of this insecure curation pipeline, an adversary can poison or backdoor the resulting model by uploading malicious…
Procedural Content Generation (PCG) methods are valuable tools to speed up the game development process. Moreover, PCG may also present in games as features, such as the procedural dungeon generation (PDG) in Moonlighter (Digital Sun,…
State-of-the-art image segmentation algorithms generally consist of at least two successive and distinct computations: a boundary detection process that uses local image information to classify image locations as boundaries between objects,…
Recent research shows how diffusion models can unconditionally generate tile-based game levels, but use of diffusion models for text-to-level generation is underexplored. There are practical considerations for creating a usable model:…
Image inpainting techniques have shown significant improvements by using deep neural networks recently. However, most of them may either fail to reconstruct reasonable structures or restore fine-grained textures. In order to solve this…
The automated generation of interactive 3D cities is a critical challenge with broad applications in autonomous driving, virtual reality, and embodied intelligence. While recent advances in generative models and procedural techniques have…
This paper proposes three different data generators, tailored to transactional datasets, based on existing itemset-based generative models. All these generators are intuitive and easy to implement and show satisfactory performance. The…
Procedural Content Generation (PCG) is a technique to generate complex and diverse environments in an automated way. However, while generating content with PCG methods is often straightforward, generating meaningful content that reflects…
This paper described a method for reconstruction of detailed-resolution depth structure maps, usually obtained after the 3D seismic surveys, using the data from 2D seismic depth maps. The method uses two algorithms based on the…
It has recently been shown that reinforcement learning can be used to train generators capable of producing high-quality game levels, with quality defined in terms of some user-specified heuristic. To ensure that these generators' output is…
Layers have become indispensable tools for professional artists, allowing them to build a hierarchical structure that enables independent control over individual visual elements. In this paper, we propose LayeringDiff, a novel pipeline for…
Use denoising diffusion implicit model for bridge-type innovation. The process of adding noise and denoising to an image can be likened to the process of a corpse rotting and a detective restoring the scene of a victim being killed, to help…
Game level editing is the process of constructing a full game level starting from 3D asset libraries, e.g. 3d models, textures, shaders, scripts. In level editing, designers define the look and behavior of the whole level by placing…
Neural Networks sequentially build high-level features through their successive layers. We propose here a new neural network model where each layer is associated with a set of candidate mappings. When an input is processed, at each layer,…
Recent advances in large language models (LLMs) enable compelling story generation, but connecting narrative text to playable visual environments remains an open challenge in procedural content generation (PCG). We present a lightweight…
We present an algorithm for learning decision trees using stochastic gradient information as the source of supervision. In contrast to previous approaches to gradient-based tree learning, our method operates in the incremental learning…
In this article, we present an experimental approach to using parameterized Generative Adversarial Networks (GANs) to produce levels for the puzzle game Lily's Garden. We extract two condition vectors from the real levels in an effort to…
Generative adversarial networks (GANs) are quickly becoming a ubiquitous approach to procedurally generating video game levels. While GAN generated levels are stylistically similar to human-authored examples, human designers often want to…