Related papers: Automated Isovist Computation for Minecraft
This paper presents a method for generating floor plans for structures in Minecraft (Mojang 2009). Given a 3D space, it will auto-generate a building to fill that space using a combination of constrained growth and cellular automata. The…
Imitation learning is a powerful family of techniques for learning sensorimotor coordination in immersive environments. We apply imitation learning to attain state-of-the-art performance on hard exploration problems in the Minecraft…
We propose GuessBench, a novel benchmark that evaluates Vision Language Models (VLMs) on modeling the pervasive, noisy, and pluralistic human creativity. GuessBench sources data from "Guess the Build", an online multiplayer Minecraft…
A proper evaluation of stories generated for a sequence of images -- the task commonly referred to as visual storytelling -- must consider multiple aspects, such as coherence, grammatical correctness, and visual grounding. In this work, we…
We introduce Dream-Cubed, a large-scale dataset of Minecraft worlds at voxel resolution, and a family of models using cubes as powerful compositional units for efficient generation of interactive 3D environments. Dream-Cubed comprises tens…
We consider the problem of computing ratings using the results of games played between a set of n players, and show how this problem can be reduced to computing the positive eigenvectors corresponding to the dominant eigenvalues of certain…
Existing action-conditioned video generation models (video world models) are limited to single-agent perspectives, failing to capture the multi-agent interactions of real-world environments. We introduce Solaris, a multiplayer video world…
Let's Plays of video games represent a relatively unexplored area for experimental AI in games. In this short paper, we discuss an approach to generate automated commentary for Let's Play videos, drawing on convolutional deep neural…
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…
We study building embodied agents for open-ended creative tasks. While existing methods build instruction-following agents that can perform diverse open-ended tasks, none of them demonstrates creativity -- the ability to give novel and…
Interactive fictions, or text-adventures, are games in which a player interacts with a world entirely through textual descriptions and text actions. Text-adventure games are typically structured as puzzles or quests wherein the player must…
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 survey explores Procedural Content Generation via Machine Learning (PCGML), defined as the generation of game content using machine learning models trained on existing content. As the importance of PCG for game development increases,…
With increasing interest in procedural content generation by academia and game developers alike, it is vital that different approaches can be compared fairly. However, evaluating procedurally generated video game levels is often difficult,…
While large language models (LLMs) have shown promising capabilities as zero-shot planners for embodied agents, their inability to learn from experience and build persistent mental models limits their robustness in complex open-world…
The MineRL BASALT competition has served to catalyze advances in learning from human feedback through four hard-to-specify tasks in Minecraft, such as create and photograph a waterfall. Given the completion of two years of BASALT…
Geospatial reasoning requires solving image-grounded problems over the complex spatial structure of a scene. However, developing this capability is hindered by the cost of annotating a vast and combinatorial question space. We propose GeoX,…
MineObserver 2.0 is an AI framework that uses Computer Vision and Natural Language Processing for assessing the accuracy of learner-generated descriptions of Minecraft images that include some scientifically relevant content. The system…
Many games feature a progression of levels that doesn't adapt to the player. This can be problematic because some players may get stuck if the progression is too difficult, while others may find it boring if the progression is too slow to…
In this work we proposing adapting the Minecraft builder task into an LLM benchmark suitable for evaluating LLM ability in spatially orientated tasks, and informing builder agent design. Previous works have proposed corpora with varying…