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There are a range of metrics that can be applied to the artifacts produced by procedural content generation, and several of them come with qualitative claims. In this paper, we adapt a range of existing PCG metrics to generated Minecraft…

Artificial Intelligence · Computer Science 2021-07-07 Jean-Baptiste Hervé , Christoph Salge

This article outlines what we learned from the first year of the AI Settlement Generation Competition in Minecraft, a competition about producing AI programs that can generate interesting settlements in Minecraft for an unseen map. This…

Procedural city generation that focuses on believability and adaptability to random terrain is a difficult challenge in the field of Procedural Content Generation (PCG). Dozens of researchers compete for a realistic approach in challenges…

Artificial Intelligence · Computer Science 2023-09-21 Arthur van der Staaij , Jelmer Prins , Vincent L. Prins , Julian Poelsma , Thera Smit , Matthias Müller-Brockhausen , Mike Preuss

This paper introduces the settlement generation competition for Minecraft, the first part of the Generative Design in Minecraft challenge. The settlement generation competition is about creating Artificial Intelligence (AI) agents that can…

Artificial Intelligence · Computer Science 2018-08-01 Christoph Salge , Michael Cerny Green , Rodrigo Canaan , Julian Togelius

The GDMC AI settlement generation challenge is a PCG competition about producing an algorithm that can create an "interesting" Minecraft settlement for a given map. This paper contains a collection of written experiences with this…

With growing interest in Procedural Content Generation (PCG) it becomes increasingly important to develop methods and tools for evaluating and comparing alternative systems. There is a particular lack regarding the evaluation of generative…

Artificial Intelligence · Computer Science 2023-09-12 Jean-Baptiste Hervé , Oliver Withington , Marion Hervé , Laurissa Tokarchuk , Christoph Salge

Embodied intelligence requires high-fidelity simulation environments to support perception and decision-making, yet existing platforms often suffer from data contamination and limited flexibility. To mitigate this, we propose…

Computer Vision and Pattern Recognition · Computer Science 2026-05-01 Lechao Zhang , Haoran Xu , Jingyu Gong , Xuhong Wang , Yuan Xie , Xin Tan

We present Word2Minecraft, a system that leverages large language models to generate playable game levels in Minecraft based on structured stories. The system transforms narrative elements-such as protagonist goals, antagonist challenges,…

Computation and Language · Computer Science 2025-03-24 Shuo Huang , Muhammad Umair Nasir , Steven James , Julian Togelius

Procedural Content Generation (PCG) algorithms enable the automatic generation of complex and diverse artifacts. However, they don't provide high-level control over the generated content and typically require domain expertise. In contrast,…

Graphics · Computer Science 2024-04-25 Sam Earle , Filippos Kokkinos , Yuhe Nie , Julian Togelius , Roberta Raileanu

We introduce the Chronicle Challenge as an optional addition to the Settlement Generation Challenge in Minecraft. One of the foci of the overall competition is adaptive procedural content generation (PCG), an arguably under-explored problem…

Artificial Intelligence · Computer Science 2019-05-16 Christoph Salge , Christian Guckelsberger , Michael Cerny Green , Rodrigo Canaan , Julian Togelius

This paper describes a method for generative player modeling and its application to the automatic testing of game content using archetypal player models called procedural personas. Theoretically grounded in psychological decision theory,…

Artificial Intelligence · Computer Science 2018-02-21 Christoffer Holmgård , Michael Cerny Green , Antonios Liapis , Julian Togelius

This paper introduces the Procedural Content Generation Benchmark for evaluating generative algorithms on different game content creation tasks. The benchmark comes with 12 game-related problems with multiple variants on each problem.…

Artificial Intelligence · Computer Science 2025-03-31 Ahmed Khalifa , Roberto Gallotta , Matthew Barthet , Antonios Liapis , Julian Togelius , Georgios N. Yannakakis

Task environments developed in Minecraft are becoming increasingly popular for artificial intelligence (AI) research. However, most of these are currently constructed manually, thus failing to take advantage of procedural content generation…

Artificial Intelligence · Computer Science 2023-01-09 Adarsh Pyarelal , Aditya Banerjee , Kobus Barnard

Procedurally generating cities in Minecraft provides players more diverse scenarios and could help understand and improve the design of cities in other digital worlds and the real world. This paper presents a city generator that was…

Artificial Intelligence · Computer Science 2023-07-20 Shuo Huang , Chengpeng Hu , Julian Togelius , Jialin Liu

Real-world tasks of interest are generally poorly defined by human-readable descriptions and have no pre-defined reward signals unless it is defined by a human designer. Conversely, data-driven algorithms are often designed to solve a…

Machine Learning · Computer Science 2022-05-13 Vinicius G. Goecks , Nicholas Waytowich , David Watkins-Valls , Bharat Prakash

Recently, procedural content generation has exhibited considerable advancements in the domain of 2D game level generation such as Super Mario Bros. and Sokoban through large language models (LLMs). To further validate the capabilities of…

Artificial Intelligence · Computer Science 2024-06-14 Shiying Hu , Zengrong Huang , Chengpeng Hu , Jialin Liu

We propose a new benchmark for planning tasks based on the Minecraft game. Our benchmark contains 45 tasks overall, but also provides support for creating both propositional and numeric instances of new Minecraft tasks automatically. We…

Artificial Intelligence · Computer Science 2024-04-30 William Hill , Ireton Liu , Anita De Mello Koch , Damion Harvey , Nishanth Kumar , George Konidaris , Steven James

World modeling is a crucial task for enabling intelligent agents to effectively interact with humans and operate in dynamic environments. In this work, we propose MineWorld, a real-time interactive world model on Minecraft, an open-ended…

Computer Vision and Pattern Recognition · Computer Science 2025-04-14 Junliang Guo , Yang Ye , Tianyu He , Haoyu Wu , Yushu Jiang , Tim Pearce , Jiang Bian

In the Minecraft Collaborative Building Task, two players collaborate: an Architect (A) provides instructions to a Builder (B) to assemble a specified structure using 3D blocks. In this work, we investigate the use of large language models…

Computation and Language · Computer Science 2024-06-26 Chalamalasetti Kranti , Sherzod Hakimov , David Schlangen

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…

Artificial Intelligence · Computer Science 2023-02-17 Vanessa Volz , Boris Naujoks , Pascal Kerschke , Tea Tusar
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