Related papers: Hierarchically Composing Level Generators for the …
Text-to-level generation aims to translate natural language descriptions into structured game levels, enabling intuitive control over procedural content generation. While prior text-to-level generators are typically limited to a single game…
In this paper we propose a novel point cloud generator that is able to reconstruct and generate 3D point clouds composed of semantic parts. Given a latent representation of the target 3D model, the generation starts from a single point and…
Existing Retrieval-Augmented Generation (RAG) methods for code struggle to capture the high-level architectural patterns and cross-file dependencies inherent in complex, theory-driven codebases, such as those in algorithmic game theory…
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…
In this survey paper, we review recent work on frameworks for the high-level, portable programming of heterogeneous multi-/manycore systems (especially, GPU-based systems) using high-level constructs such as annotated user-level software…
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,…
We present a method of generating diverse collections of neural cellular automata (NCA) to design video game levels. While NCAs have so far only been trained via supervised learning, we present a quality diversity (QD) approach to…
Compositional generalization is the capability of a model to understand novel compositions composed of seen concepts. There are multiple levels of novel compositions including phrase-phrase level, phrase-word level, and word-word level.…
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 this paper, we present a method for automated persona-driven video game tutorial level generation. Tutorial levels are scenarios in which the player can explore and discover different rules and game mechanics. Procedural personas can…
Image composition and generation are processes where the artists need control over various parts of the generated images. However, the current state-of-the-art generation models, like Stable Diffusion, cannot handle fine-grained part-level…
The development of high-quality software or software-intensive systems requires custom-tailored process models that fit the organizational and project goals as well as the development contexts. These models are a necessary prerequisite for…
Continual learning is essential for real-world deployment when there is a need to quickly adapt the model to new tasks without forgetting knowledge of old tasks. Existing work on continual sequence generation either always reuses existing…
The Song Generation task aims to synthesize music composed of vocals and accompaniment from given lyrics. While the existing method, Jukebox, has explored this task, its constrained control over the generations often leads to deficiency in…
Driven by the rapid growth of machine learning, recent advances in game artificial intelligence (AI) have significantly impacted productivity across various gaming genres. Reward design plays a pivotal role in training game AI models,…
Previous CCG supertaggers usually predict categories using multi-class classification. Despite their simplicity, internal structures of categories are usually ignored. The rich semantics inside these structures may help us to better handle…
Models of High-level Computation (MHCs) provide effective means to describe complex real-world computing systems because they offer formal foundations for the specification of interacting computing devices, as opposed to describing…
Generating long sequences with structural coherence remains a fundamental challenge for autoregressive models across sequential generation tasks. In symbolic music generation, this challenge is particularly pronounced, as existing methods…
Controllable generative models have been widely used to improve the realism of synthetic visual content. However, such models must handle control conditions and content generation computational requirements, resulting in generally low…
Recent advances in diffusion models have demonstrated impressive capability in generating high-quality images for simple prompts. However, when confronted with complex prompts involving multiple objects and hierarchical structures, existing…