Related papers: tile2tile: Learning Game Filters for Platformer St…
We present an approach to generate novel computer game levels that blend different game concepts in an unsupervised fashion. Our primary contribution is an analogical reasoning process to construct blends between level design models learned…
In recent years, Procedural Level Generation via Machine Learning (PLGML) techniques have been applied to generate game levels with machine learning. These approaches rely on human-annotated representations of game levels. Creating…
Game level blending via machine learning, the process of combining features of game levels to create unique and novel game levels using Procedural Content Generation via Machine Learning (PCGML) techniques, has gained increasing popularity…
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…
Previous work explored blending levels from existing games to create levels for a new game that mixes properties of the original games. In this paper, we use Variational Autoencoders (VAEs) for improving upon such techniques. VAEs are…
We present practical approaches of using deep learning to create and enhance level maps and textures for video games -- desktop, mobile, and web. We aim to present new possibilities for game developers and level artists. The task of…
Recent research shows how diffusion models can unconditionally generate tile-based game levels, but use of diffusion models for text-to-level generation is underexplored. There are practical considerations for creating a usable model:…
Game level editing is the process of constructing a full game level starting from 3D asset libraries, e.g. 3d models, textures, shaders, scripts. In level editing, designers define the look and behavior of the whole level by placing…
There has been significant research interest in Procedural Level Generation via Machine Learning (PLGML), applying ML techniques to automated level generation. One recent trend is in the direction of learning representations for level…
The design of video game levels is a complex and critical task. Levels need to elicit fun and challenge while avoiding frustration at all costs. In this paper, we present a framework to assist designers in the creation of levels for 2D…
The advancement of the Artificial Intelligence (AI) technologies makes it possible to learn stylistic design criteria from existing maps or other visual art and transfer these styles to make new digital maps. In this paper, we propose a…
Style transfer is an important task in which the style of a source image is mapped onto that of a target image. The method is useful for synthesizing derivative works of a particular artist or specific painting. This work considers targeted…
Text style transfer aims to paraphrase a sentence in one style into another style while preserving content. Due to lack of parallel training data, state-of-art methods are unsupervised and rely on large datasets that share content.…
Transferring artistic styles onto everyday photographs has become an extremely popular task in both academia and industry. Recently, offline training has replaced on-line iterative optimization, enabling nearly real-time stylization. When…
We introduce a simplified model for platform game levels with falling platforms based on interval graphs and show that solvability of such levels corresponds to finding Steiner cycles or Steiner paths in the corresponding graphs. Linear…
This paper provides a detailed investigation of using the Kullback-Leibler (KL) Divergence as a way to compare and analyse game-levels, and hence to use the measure as the objective function of an evolutionary algorithm to evolve new…
Transferring the style from one image onto another is a popular and widely studied task in computer vision. Yet, style transfer in the 3D setting remains a largely unexplored problem. To our knowledge, we propose the first learning-based…
We apply style transfer on mesh reconstructions of indoor scenes. This enables VR applications like experiencing 3D environments painted in the style of a favorite artist. Style transfer typically operates on 2D images, making stylization…
In recent years, synthetic data has been widely used in the training of 6D pose estimation networks, in part because it automatically provides perfect annotation at low cost. However, there are still non-trivial domain gaps, such as…
Motion style transfer is highly desired for motion generation systems for gaming. Compared to its offline counterpart, the research on online motion style transfer under interactive control is limited. In this work, we propose an end-to-end…