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There is a broad consensus that the inability to form long-term plans is one of the key limitations of current foundational models and agents. However, the existing planning benchmarks remain woefully inadequate to truly measure their…
The procedural generation of levels and content in video games is a challenging AI problem. Often such generation relies on an intelligent way of evaluating the content being generated so that constraints are satisfied and/or objectives…
Recent advancements have expanded the role of Large Language Models in board games from playing agents to creative co-designers. However, a critical gap remains: current systems lack the capacity to offer constructive critique grounded in…
The recent explosion of high-quality image-to-image methods has prompted interest in applying image-to-image methods towards artistic and design tasks. Of interest for architects is to use these methods to generate design proposals from…
World-building, the process of developing both the narrative and physical world of a game, plays a vital role in the game's experience. Critically-acclaimed independent and AAA video games are praised for strong world-building, with game…
Personalized gamification explores knowledge about the users to tailor gamification designs to improve one-size-fits-all gamification. The tailoring process should simultaneously consider user and contextual characteristics (e.g., activity…
Modern video games pose significant challenges for traditional automated testing algorithms, yet intensive testing is crucial to ensure game quality. To address these challenges, researchers designed gaming agents using Reinforcement…
Recent years, there has been growing interests in experience-driven procedural level generation. Various metrics have been formulated to model player experience and help generate personalised levels. In this work, we question whether…
Procedural Content Generation via Machine Learning (PCGML) has enhanced game content creation, yet challenges in controllability and limited training data persist. This study addresses these issues by distilling a constructive PCG algorithm…
We study the problem of learning goal-conditioned policies in Minecraft, a popular, widely accessible yet challenging open-ended environment for developing human-level multi-task agents. We first identify two main challenges of learning…
We develop a probabilistic graphical model (PGM) for artificially intelligent (AI) agents to infer human beliefs during a simulated urban search and rescue (USAR) scenario executed in a Minecraft environment with a team of three players.…
We present MineNPC-Task, a user-authored benchmark and evaluation harness for testing memory-aware, mixed-initiative LLM agents in open-world Minecraft. Rather than relying on synthetic prompts, tasks are elicited through formative and…
As video games continue to evolve, understanding what drives player enjoyment remains a key challenge. Player reviews provide valuable insights, but their unstructured nature makes large-scale analysis difficult. This study applies…
Long-horizon embodied intelligence requires agents to improve through interaction, not merely to execute plans generated from static goals. A central challenge is therefore to transform past executions into knowledge that can shape future…
Games are usually created incrementally, requiring repeated testing of the same scenarios, which is a tedious and error-prone task for game developers. Therefore, we aim to alleviate this game testing process by encapsulating it into a game…
Procedural content generation via machine learning (PCGML) in games involves using machine learning techniques to create game content such as maps and levels. 2D tile-based game levels have consistently served as a standard dataset for…
With large language models (LLMs) on the rise, in-game interactions are shifting from rigid commands to natural conversations. However, the impacts of LLMs on player performance and game experience remain underexplored. This work explores…
Matching corresponding features between two images is a fundamental task to computer vision with numerous applications in object recognition, robotics, and 3D reconstruction. Current state of the art in image feature matching has focused on…
This work proposes an automatic real time lighting technique for procedurally generated isometric maps. The scenario is generated from a string seed and the proposed lighting system estimates the geometrical shape of the 2D objects as if…
Video gaming streaming services are growing rapidly due to new services such as passive video streaming, e.g. Twitch.tv, and cloud gaming, e.g. Nvidia Geforce Now. In contrast to traditional video content, gaming content has special…