Related papers: Automated Isovist Computation for Minecraft
When generating technical instructions, it is often convenient to describe complex objects in the world at different levels of abstraction. A novice user might need an object explained piece by piece, while for an expert, talking about the…
Procedurally generating cohesive and interesting game environments is challenging and time-consuming. In order for the relationships between the game elements to be natural, common-sense has to be encoded into arrangement of the elements.…
Recommender systems create enormous value for businesses and their consumers. They increase revenue for businesses while improving the consumer experience by recommending relevant products amidst huge product base. Product bundling is an…
Reinforcement learning has enabled agents to solve challenging tasks in unknown environments. However, manually crafting reward functions can be time consuming, expensive, and error prone to human error. Competing objectives have been…
The burgeoning field of Artificial Intelligence Generated Content (AIGC) is witnessing rapid advancements, particularly in video generation. This paper introduces AIGCBench, a pioneering comprehensive and scalable benchmark designed to…
Despite recent advances in text-conditioned 3D indoor scene generation, there remain gaps in the evaluation of these methods. Existing metrics often measure realism by comparing generated scenes to a set of ground-truth scenes, but they…
MineRL 2019 competition challenged participants to train sample-efficient agents to play Minecraft, by using a dataset of human gameplay and a limit number of steps the environment. We approached this task with behavioural cloning by…
Many reinforcement learning environments (e.g., Minecraft) provide only sparse rewards that indicate task completion or failure with binary values. The challenge in exploration efficiency in such environments makes it difficult for…
Machine learning for procedural content generation has recently become an active area of research. Levels vary in both form and function and are mostly unrelated to each other across games. This has made it difficult to assemble suitably…
Contemporary coding education often presents students with the task of developing programs that have user interaction and complex dynamic systems, such as mouse based games. While pedagogically compelling, there are no contemporary…
Achieving optimal balance in games is essential to their success, yet reliant on extensive manual work and playtesting. To facilitate this process, the Procedural Content Generation via Reinforcement Learning (PCGRL) framework has recently…
Generating realistic 3D worlds occupied by moving humans has many applications in games, architecture, and synthetic data creation. But generating such scenes is expensive and labor intensive. Recent work generates human poses and motions…
Game designs often center on the game mechanics---rules governing the logical evolution of the game. We seek to develop an intelligent system that generates computer games. As first steps towards this goal we present a composable and…
In long-horizon open-world multi-agent systems, existing methods often treat local anomalies as automatic triggers for communication. This default design introduces coordination noise, interrupts local execution, and overuses public…
We propose the following question: what game-like interactive system would provide a good environment for measuring the impact and success of a co-creative, cooperative agent? Creativity is often formulated in terms of novelty, value,…
Visual storytelling (VST) is the task of generating a story paragraph that describes a given image sequence. Most existing storytelling approaches have evaluated their models using traditional natural language generation metrics like BLEU…
Recent procedural content generation via machine learning (PCGML) methods allow learning from existing content to produce similar content automatically. While these approaches are able to generate content for different games (e.g. Super…
There is growing interest in generating skeleton-based human motions from natural language descriptions. While most efforts have focused on developing better neural architectures for this task, there has been no significant work on…
The embedding-based architecture has become the dominant approach in modern recommender systems, mapping users and items into a compact vector space. It then employs predefined similarity metrics, such as the inner product, to calculate…
To facilitate research in the direction of fine-tuning foundation models from human feedback, we held the MineRL BASALT Competition on Fine-Tuning from Human Feedback at NeurIPS 2022. The BASALT challenge asks teams to compete to develop…