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Procedural textures are normally generated from mathematical models with parameters carefully selected by experienced users. However, for naive users, the intuitive way to obtain a desired texture is to provide semantic descriptions such as…

Computer Vision and Pattern Recognition · Computer Science 2017-04-14 Junyu Dong , Lina Wang , Jun Liu , Xin Sun

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

Large Language Model (LLM) agents are increasingly deployed in settings where they interact with a wide variety of people, including users who are unclear, impatient, or reluctant to share information. However, collecting real interaction…

Artificial Intelligence · Computer Science 2026-05-14 Harshita Chopra , Kshitish Ghate , Aylin Caliskan , Tadayoshi Kohno , Chirag Shah , Natasha Jaques

Evaluating AI systems that interact with humans requires understanding their behavior across diverse user populations, but collecting representative human data is often expensive or infeasible, particularly for novel technologies or…

Artificial Intelligence · Computer Science 2026-05-27 Davide Paglieri , Logan Cross , William A. Cunningham , Joel Z. Leibo , Alexander Sasha Vezhnevets

Procedural content generation in video games has a long history. Existing procedural content generation methods, such as search-based, solver-based, rule-based and grammar-based methods have been applied to various content types such as…

Artificial Intelligence · Computer Science 2020-10-12 Jialin Liu , Sam Snodgrass , Ahmed Khalifa , Sebastian Risi , Georgios N. Yannakakis , Julian Togelius

This paper introduces the unsupervised learning problem of playable video generation (PVG). In PVG, we aim at allowing a user to control the generated video by selecting a discrete action at every time step as when playing a video game. The…

Computer Vision and Pattern Recognition · Computer Science 2021-01-29 Willi Menapace , Stéphane Lathuilière , Sergey Tulyakov , Aliaksandr Siarohin , Elisa Ricci

Generative adversarial networks (GANs) are quickly becoming a ubiquitous approach to procedurally generating video game levels. While GAN generated levels are stylistically similar to human-authored examples, human designers often want to…

Artificial Intelligence · Computer Science 2021-06-22 Matthew C. Fontaine , Ruilin Liu , Ahmed Khalifa , Jignesh Modi , Julian Togelius , Amy K. Hoover , Stefanos Nikolaidis

In this paper, we introduce DirectorLLM, a novel video generation model that employs a large language model (LLM) to orchestrate human poses within videos. As foundational text-to-video models rapidly evolve, the demand for high-quality…

Computer Vision and Pattern Recognition · Computer Science 2025-09-09 Kunpeng Song , Tingbo Hou , Zecheng He , Haoyu Ma , Jialiang Wang , Animesh Sinha , Sam Tsai , Yaqiao Luo , Xiaoliang Dai , Li Chen , Xide Xia , Peizhao Zhang , Peter Vajda , Ahmed Elgammal , Felix Juefei-Xu

Although persona prompting in large language models appears to trigger different styles of generated text, it is unclear whether these translate into measurable behavioral differences, much less whether they affect decision-making in an…

Artificial Intelligence · Computer Science 2025-12-09 John Licato , Stephen Steinle , Brayden Hollis

We propose a framework that enables autonomous vehicles (AVs) to proactively shape the intentions and behaviors of interacting human drivers. The framework employs a leader-follower game model with an adaptive role mechanism to predict…

Systems and Control · Electrical Eng. & Systems 2025-07-30 Chaozhe R. He , Yichen Dong , Nan Li

Procedurally generated video game content has the potential to drastically reduce the content creation budget of game developers and large studios. However, adoption is hindered by limitations such as slow generation, as well as low quality…

Neural and Evolutionary Computing · Computer Science 2022-04-15 Michael Beukman , Christopher W Cleghorn , Steven James

People are remarkably capable of generating their own goals, beginning with child's play and continuing into adulthood. Despite considerable empirical and computational work on goals and goal-oriented behavior, models are still far from…

Artificial Intelligence · Computer Science 2025-05-20 Guy Davidson , Graham Todd , Julian Togelius , Todd M. Gureckis , Brenden M. Lake

This paper proposes a novel deep reinforcement learning algorithm to perform automatic analysis and detection of gameplay issues in complex 3D navigation environments. The Curiosity-Conditioned Proximal Trajectories (CCPT) method combines…

Machine Learning · Computer Science 2022-02-22 Alessandro Sestini , Linus Gisslén , Joakim Bergdahl , Konrad Tollmar , Andrew D. Bagdanov

Autonomous vehicle (AV) planners must undergo rigorous evaluation before widespread deployment on public roads, particularly to assess their robustness against the uncertainty of human behaviors. While recent advancements in data-driven…

Artificial Intelligence · Computer Science 2025-06-06 Augusto Mondelli , Yueshan Li , Alessandro Zanardi , Emilio Frazzoli

This research introduces Procedural Artificial Narrative using Generative AI (PANGeA), a structured approach for leveraging large language models (LLMs), guided by a game designer's high-level criteria, to generate narrative content for…

Artificial Intelligence · Computer Science 2024-07-11 Steph Buongiorno , Lawrence Jake Klinkert , Tanishq Chawla , Zixin Zhuang , Corey Clark

The diversity of agent behaviors is an important topic for the quality of video games and virtual environments in general. Offering the most compelling experience for users with different skills is a difficult task, and usually needs…

Artificial Intelligence · Computer Science 2019-09-11 Ciprian Paduraru , Miruna Paduraru

Procedural content generation (PCG) is a growing field, with numerous applications in the video game industry and great potential to help create better games at a fraction of the cost of manual creation. However, much of the work in PCG is…

Artificial Intelligence · Computer Science 2023-07-20 Michael Beukman , Manuel Fokam , Marcel Kruger , Guy Axelrod , Muhammad Nasir , Branden Ingram , Benjamin Rosman , Steven James

Playtesting is an essential step in the game design process. Game designers use the feedback from playtests to refine their designs. Game designers may employ procedural personas to automate the playtesting process. In this paper, we…

Artificial Intelligence · Computer Science 2022-04-07 Sinan Ariyurek , Elif Surer , Aysu Betin-Can

Procedural Content Generation for 3D game levels faces challenges in balancing spatial coherence, navigational functionality, and adaptable gameplay progression across multi-floor environments. This paper introduces a novel framework for…

Artificial Intelligence · Computer Science 2025-08-27 Kaijie Xu , Clark Verbrugge

We develop a generic mechanism for generating vehicle-type specific sequences of waypoints from a probabilistic foundation model of driving behavior. Many foundation behavior models are trained on data that does not include vehicle…

Artificial Intelligence · Computer Science 2023-05-22 Yunpeng Liu , Jonathan Wilder Lavington , Adam Scibior , Frank Wood