Related papers: Visualising Generative Spaces Using Convolutional …
State-of-the-art deep learning methods have shown a remarkable capacity to model complex data domains, but struggle with geospatial data. In this paper, we introduce SpaceGAN, a novel generative model for geospatial domains that learns…
Embeddings mapping high-dimensional discrete input to lower-dimensional continuous vector spaces have been widely adopted in machine learning applications as a way to capture domain semantics. Interviewing 13 embedding users across…
Human-aligned AI is a critical component of co-creativity, as it enables models to accurately interpret human intent and generate controllable outputs that align with design goals in collaborative content creation. This direction is…
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…
Maps are a very important component of strategy games, and a time-consuming task if done by hand. Maps generated by traditional PCG techniques such as Perlin noise or tile-based PCG techniques look unnatural and unappealing, thus not…
This survey explores Procedural Content Generation via Machine Learning (PCGML), defined as the generation of game content using machine learning models trained on existing content. As the importance of PCG for game development increases,…
We propose a visualization technique that utilizes neural network embeddings and a generative network to reconstruct original data. This method allows for independent manipulation of individual image embeddings through its non-parametric…
Generating high-resolution, photo-realistic images has been a long-standing goal in machine learning. Recently, Nguyen et al. (2016) showed one interesting way to synthesize novel images by performing gradient ascent in the latent space of…
Co-creative Procedural Content Generation via Machine Learning (PCGML) refers to systems where a PCGML agent and a human work together to produce output content. One of the limitations of co-creative PCGML is that it requires co-creative…
Game-Based Learning has proven to be an effective method for enhancing engagement with educational material. However, gaining a deeper understanding of player strategies remains challenging. Sequential game-state and action-based tracking…
Procedural content generation via machine learning (PCGML) is the process of procedurally generating game content using models trained on existing game content. PCGML methods can struggle to capture the true variance present in underlying…
Significant progress has been made by the advances in Generative Adversarial Networks (GANs) for image generation. However, there lacks enough understanding of how a realistic image is generated by the deep representations of GANs from a…
Continuous multimodal representations suitable for multimodal information retrieval are usually obtained with methods that heavily rely on multimodal autoencoders. In video hyperlinking, a task that aims at retrieving video segments, the…
Scene graphs are a powerful structured representation of the underlying content of images, and embeddings derived from them have been shown to be useful in multiple downstream tasks. In this work, we employ a graph convolutional network to…
Data from many real-world applications can be naturally represented by multi-view networks where the different views encode different types of relationships (e.g., friendship, shared interests in music, etc.) between real-world individuals…
In common real-world robotic operations, action and state spaces can be vast and sometimes unknown, and observations are often relatively sparse. How do we learn the full topology of action and state spaces when given only few and sparse…
Generating multi-view images from a single-view input is an essential yet challenging problem. It has broad applications in vision, graphics, and robotics. Our study indicates that the widely-used generative adversarial network (GAN) may…
There has been a growing adoption of computer vision tools and technologies in architectural design workflows over the past decade. Notable use cases include point cloud generation, visual content analysis, and spatial awareness for robotic…
We applied Generative Adversarial Networks (GANs) to learn a model of DOOM levels from human-designed content. Initially, we analysed the levels and extracted several topological features. Then, for each level, we extracted a set of images…
We propose an unsupervised, mid-level representation for a generative model of scenes. The representation is mid-level in that it is neither per-pixel nor per-image; rather, scenes are modeled as a collection of spatial, depth-ordered…