Related papers: Tools for Landscape Analysis of Optimisation Probl…
Interactive fictions, or text-adventures, are games in which a player interacts with a world entirely through textual descriptions and text actions. Text-adventure games are typically structured as puzzles or quests wherein the player must…
Expressive range analysis is a visualization-based technique used to evaluate the performance of generative models, particularly in game level generation. It typically employs two quantifiable metrics to position generated artifacts on a 2D…
Procedural Level Generation via Machine Learning (PLGML), the study of generating game levels with machine learning, has received a large amount of recent academic attention. For certain measures these approaches have shown success at…
We introduce a method based on the Public Goods Game for solving optimization tasks. In particular, we focus on the Traveling Salesman Problem, i.e. a NP-hard problem whose search space exponentially grows increasing the number of cities.…
Generalised planning (GP) refers to the task of synthesising programs that solve families of related planning problems. We introduce a novel, yet simple method for GP: given a set of training problems, for each problem, compute an optimal…
We propose a class of cooperative games, called d Partitioned Compbinatorial Optimization Games (PCOGs). The input of PCOG consists of a set of agents and a combinatorial structure (typically a graph) with a fixed optimization goal on this…
Public Good Software's products match journalistic articles and other narrative content to relevant charitable causes and nonprofit organizations so that readers can take action on the issues raised by the articles' publishers. Previously…
Recent years have witnessed remarkable advances in artificial intelligence generated content(AIGC), with diverse input modalities, e.g., text, image, video, audio and 3D. The 3D is the most close visual modality to real-world 3D environment…
A significant challenge in nature-inspired algorithmics is the identification of specific characteristics of problems that make them harder (or easier) to solve using specific methods. The hope is that, by identifying these characteristics,…
In this article, we present an experimental approach to using parameterized Generative Adversarial Networks (GANs) to produce levels for the puzzle game Lily's Garden. We extract two condition vectors from the real levels in an effort to…
Personalized gamification explores knowledge about the users to tailor gamification designs to improve one-size-fits-all gamification. The tailoring process should simultaneously consider user and contextual characteristics (e.g., activity…
In this paper, we design gross product maximization mechanisms which incentivize users to upload high-quality contents on user-generated-content (UGC) websites. We show that, the proportional division mechanism, which is widely used in…
We present a generative optimization approach for learning game-playing agents, where policies are represented as Python programs and refined using large language models (LLMs). Our method treats decision-making policies as self-evolving…
There are a range of metrics that can be applied to the artifacts produced by procedural content generation, and several of them come with qualitative claims. In this paper, we adapt a range of existing PCG metrics to generated Minecraft…
With the rapid development of Large Language Models (LLMs), Controllable Text Generation (CTG) has become a critical technology for enhancing system reliability and user experience. Addressing the limitations of traditional methods, this…
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…
3D content creation plays a vital role in various applications, such as gaming, robotics simulation, and virtual reality. However, the process is labor-intensive and time-consuming, requiring skilled designers to invest considerable effort…
In this paper, we investigate a novel artificial intelligence generation task termed Generated Contents Enrichment (GCE). Conventional AI content generation produces visually realistic content by implicitly enriching the given textual…
We present the technical side of reasoning in Regular Boardgames (RBG) language -- a universal General Game Playing (GGP) formalism for the class of finite deterministic games with perfect information, encoding rules in the form of regular…
We introduce the Chronicle Challenge as an optional addition to the Settlement Generation Challenge in Minecraft. One of the foci of the overall competition is adaptive procedural content generation (PCG), an arguably under-explored problem…