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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…

Artificial Intelligence · Computer Science 2024-07-01 Davor Hafnar , Jure Demšar

Collaboration is a cornerstone of society. In the real world, human teammates make use of multi-sensory data to tackle challenging tasks in ever-changing environments. It is essential for embodied agents collaborating in visually-rich…

Artificial Intelligence · Computer Science 2024-12-09 Qian Long , Zhi Li , Ran Gong , Ying Nian Wu , Demetri Terzopoulos , Xiaofeng Gao

In this work, we present two novel contributions toward improving research in human-machine teaming (HMT): 1) a Minecraft testbed to accelerate testing and deployment of collaborative AI agents and 2) a tool to allow users to revisit and…

Human-Computer Interaction · Computer Science 2025-10-01 Edward Gu , Ho Chit Siu , Melanie Platt , Isabelle Hurley , Jaime Peña , Rohan Paleja

Advances in deep generative modeling have made it increasingly plausible to train human-level embodied agents. Yet progress has been limited by the absence of large-scale, real-time, multi-modal, and socially interactive datasets that…

Machine Learning · Computer Science 2026-02-19 Yingchen He , Christian D. Weilbach , Martyna E. Wojciechowska , Yuxuan Zhang , Frank Wood

Autoregressive video diffusion models have proved effective for world modeling and interactive scene generation, with Minecraft gameplay as a representative application. To faithfully simulate play, a model must generate natural content…

Computer Vision and Pattern Recognition · Computer Science 2025-10-06 Junchao Huang , Xinting Hu , Boyao Han , Shaoshuai Shi , Zhuotao Tian , Tianyu He , Li Jiang

Open world games present players with more freedom than games with linear progression structures. However, without clearly-defined objectives, they often leave players without a sense of purpose. Most of the time, quests and objectives are…

Multimedia · Computer Science 2017-05-02 Ryan Alexander , Chris Martens

Developing interactive agents that can understand language, perceive their surroundings, and act within the physical world is a long-standing goal of AI research. The Minecraft Collaborative Building Task (MCBT) (Narayan-Chen, Jayannavar,…

A robust evaluation metric has a profound impact on the development of text generation systems. A desirable metric compares system output against references based on their semantics rather than surface forms. In this paper we investigate…

Computation and Language · Computer Science 2019-09-27 Wei Zhao , Maxime Peyrard , Fei Liu , Yang Gao , Christian M. Meyer , Steffen Eger

Games have always been a popular test bed for artificial intelligence techniques. Game developers are always in constant search for techniques that can automatically create computer games minimizing the developer's task. In this work we…

Neural and Evolutionary Computing · Computer Science 2014-06-03 Zahid Halim

We introduce Matrix-Game, an interactive world foundation model for controllable game world generation. Matrix-Game is trained using a two-stage pipeline that first performs large-scale unlabeled pretraining for environment understanding,…

Computer Vision and Pattern Recognition · Computer Science 2025-06-24 Yifan Zhang , Chunli Peng , Boyang Wang , Puyi Wang , Qingcheng Zhu , Fei Kang , Biao Jiang , Zedong Gao , Eric Li , Yang Liu , Yahui Zhou

3D Content Generation is at the heart of many computer graphics applications, including video gaming, film-making, virtual and augmented reality, etc. This paper proposes a novel deep-learning based approach for automatically generating…

Computer Vision and Pattern Recognition · Computer Science 2026-02-09 Yongzhi Xu , Yonhon Ng , Yifu Wang , Inkyu Sa , Yunfei Duan , Zhenhong Sun , Yang Li , Pan Ji , Hongdong Li

Spatial Planning is a crucial part in the field of spatial intelligence, which requires the understanding and planning about object arrangements in space perspective. AI agents with the spatial planning ability can better adapt to various…

Artificial Intelligence · Computer Science 2025-09-30 Ziming Wei , Bingqian Lin , Zijian Jiao , Yunshuang Nie , Liang Ma , Yuecheng Liu , Yuzheng Zhuang , Xiaodan Liang

The last decade has seen a significant increase of interest in deep learning research, with many public successes that have demonstrated its potential. As such, these systems are now being incorporated into commercial products. With this…

Minecraft's complexity and diversity as an open world make it a perfect environment to test if agents can learn, adapt, and tackle a variety of unscripted tasks. However, the development and validation of novel agents in this setting…

Artificial Intelligence · Computer Science 2025-05-30 Shaofei Cai , Zhancun Mu , Kaichen He , Bowei Zhang , Xinyue Zheng , Anji Liu , Yitao Liang

Due to increasing popularity and strict performance requirements, online games have become a workload of interest for the performance engineering community. One of the most popular types of online games is the Minecraft-like Game (MLG), in…

Performance · Computer Science 2023-02-21 Jerrit Eickhoff , Jesse Donkervliet , Alexandru Iosup

Despite recent advances in text-to-3D generative methods, there is a notable absence of reliable evaluation metrics. Existing metrics usually focus on a single criterion each, such as how well the asset aligned with the input text. These…

Computer Vision and Pattern Recognition · Computer Science 2024-01-11 Tong Wu , Guandao Yang , Zhibing Li , Kai Zhang , Ziwei Liu , Leonidas Guibas , Dahua Lin , Gordon Wetzstein

Similarity estimation is essential for many game AI applications, from the procedural generation of distinct assets to automated exploration with game-playing agents. While similarity metrics often substitute human evaluation, their…

Human-Computer Interaction · Computer Science 2024-03-01 Sebastian Berns , Vanessa Volz , Laurissa Tokarchuk , Sam Snodgrass , Christian Guckelsberger

Automatically adapting game content to players opens new doors for game development. In this paper we propose an architecture using persona agents and experience metrics, which enables evolving procedurally generated levels tailored for…

Artificial Intelligence · Computer Science 2021-12-09 Pedro M. Fernandes , Jonathan Jørgensen , Niels N. T. G. Poldervaart

The vision and language generative models have been overgrown in recent years. For video generation, various open-sourced models and public-available services have been developed to generate high-quality videos. However, these methods often…

Computer Vision and Pattern Recognition · Computer Science 2024-03-26 Yaofang Liu , Xiaodong Cun , Xuebo Liu , Xintao Wang , Yong Zhang , Haoxin Chen , Yang Liu , Tieyong Zeng , Raymond Chan , Ying Shan

Results from a triple-blind mixed-method user study into the effectiveness of mixed-initiative tools for the procedural generation of game levels are presented. A tool which generates levels using interactive evolutionary optimisation was…

Neural and Evolutionary Computing · Computer Science 2021-06-03 Sean P. Walton , Alma A. M. Rahat , James Stovold