Related papers: Open-Ended Evolution for Minecraft Building Genera…
This paper introduces EvoCraft, a framework for Minecraft designed to study open-ended algorithms. We introduce an API that provides an open-source Python interface for communicating with Minecraft to place and track blocks. In contrast to…
Can we build an artificial system that would be able to generate endless surprises if ran "forever" in Minecraft? While there is not a single path toward solving that grand challenge, this article presents what we believe to be some working…
With growing interest in Procedural Content Generation (PCG) it becomes increasingly important to develop methods and tools for evaluating and comparing alternative systems. There is a particular lack regarding the evaluation of generative…
This paper presents a method for generating floor plans for structures in Minecraft (Mojang 2009). Given a 3D space, it will auto-generate a building to fill that space using a combination of constrained growth and cellular automata. The…
Task environments developed in Minecraft are becoming increasingly popular for artificial intelligence (AI) research. However, most of these are currently constructed manually, thus failing to take advantage of procedural content generation…
Procedural city generation that focuses on believability and adaptability to random terrain is a difficult challenge in the field of Procedural Content Generation (PCG). Dozens of researchers compete for a realistic approach in challenges…
Open-endedness is an active field of research in the pursuit of capable Artificial General Intelligence (AGI), allowing models to pursue tasks of their own choosing. Simultaneously, recent advancements in Large Language Models (LLMs) such…
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…
Search-based procedural content generation (PCG) is a well-known method for level generation in games. Its key advantage is that it is generic and able to satisfy functional constraints. However, due to the heavy computational costs to run…
The paper presents the PCGPT framework, an innovative approach to procedural content generation (PCG) using offline reinforcement learning and transformer networks. PCGPT utilizes an autoregressive model based on transformers to generate…
Open-ended and AI-generating algorithms aim to continuously generate and solve increasingly complex tasks indefinitely, offering a promising path toward more general intelligence. To accomplish this grand vision, learning must occur within…
We present Word2Minecraft, a system that leverages large language models to generate playable game levels in Minecraft based on structured stories. The system transforms narrative elements-such as protagonist goals, antagonist challenges,…
This work introduces World-GAN, the first method to perform data-driven Procedural Content Generation via Machine Learning in Minecraft from a single example. Based on a 3D Generative Adversarial Network (GAN) architecture, we are able to…
Recently, procedural content generation has exhibited considerable advancements in the domain of 2D game level generation such as Super Mario Bros. and Sokoban through large language models (LLMs). To further validate the capabilities of…
Natural evolution gives the impression of leading to an open-ended process of increasing diversity and complexity. If our goal is to produce such open-endedness artificially, this suggests an approach driven by evolutionary metaphor. On the…
Minecraft is a great testbed for human creativity that has inspired the design of various structures and even functioning machines, including flying machines. EvoCraft is an API for programmatically generating structures in Minecraft, but…
In many contexts, creating mappings for gestural interactions can form part of an artistic process. Creators seeking a mapping that is expressive, novel, and affords them a sense of authorship may not know how to program it up in a signal…
Autonomous agents have made great strides in specialist domains like Atari games and Go. However, they typically learn tabula rasa in isolated environments with limited and manually conceived objectives, thus failing to generalize across a…
Open-endedness, primarily studied in the context of artificial life, is the ability of systems to generate potentially unbounded ontologies of increasing novelty and complexity. Engineering generative systems displaying at least some degree…
We propose an approach of open-ended evolution via the simulation of swarm dynamics. In nature, swarms possess remarkable properties, which allow many organisms, from swarming bacteria to ants and flocking birds, to form higher-order…