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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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
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…