Related papers: Level generation for rhythm VR games
Concurrent programming often entails meticulous pairing of sends and receives between participants to avoid deadlock. Choreographic programming alleviates this burden by specifying the system as a single program. However, there are more…
Reactive dance generation (RDG), the task of generating a dance conditioned on a lead dancer's motion, holds significant promise for enhancing human-robot interaction and immersive digital entertainment. Despite progress in duet…
With AlphaGo defeats top human players, reinforcement learning(RL) algorithms have gradually become the code-base of building stronger artificial intelligence(AI). The RL algorithm design firstly needs to adapt to the specific environment,…
We address the problem of generating a 3D-consistent, navigable environment that is spatially grounded: a simulation of a real location. Existing video generative models can produce a plausible sequence that is consistent with a text (T2V)…
Virtual reality (VR) games are gradually becoming more elaborated and feature-rich, but fail to reach the complexity of traditional digital games. One common feature that is used to extend and organize complex gameplay is the in-game…
The balancing process for game levels in a competitive two-player context involves a lot of manual work and testing, particularly in non-symmetrical game levels. In this paper, we propose an architecture for automated balancing of…
Human-motion generation is a long-standing challenging task due to the requirement of accurately modeling complex and diverse dynamic patterns. Most existing methods adopt sequence models such as RNN to directly model transitions in the…
\textit{Dance Dance Revolution} is a rhythm game consisting of songs and accompanying choreography, referred to as charts. Players press arrows on a device referred to as a dance pad in time with steps determined by the song's chart. In…
Fieldwork still is the first and foremost source of insight in many disciplines of the geosciences. Virtual fieldwork is an approach meant to enable scientists trained in fieldwork to apply these skills to a virtual representation of…
We propose a vision-based reinforcement learning (RL) approach for closed-loop trajectory generation in an arm reaching problem. Arm trajectory generation is a fundamental robotics problem which entails finding collision-free paths to move…
This paper proposes the use of a non-immersive virtual reality rehabilitation system ReHabgame developed using Microsoft Kinect and the Thalmic Labs Myo gesture control armband. The ReHabgame was developed based on two third-person video…
Animals ranging from rats to humans can demonstrate cognitive map capabilities. We evolved weights in a biologically plausible recurrent neural network (RNN) using an evolutionary algorithm to replicate the behavior and neural activity…
Game-theoretic algorithms are commonly benchmarked on recreational games, classical constructs from economic theory such as congestion and dispersion games, or entirely random game instances. While the past two decades have seen the rise of…
Robots have been successfully used to perform tasks with high precision. In real-world environments with sparse rewards and multiple goals, learning is still a major challenge and Reinforcement Learning (RL) algorithms fail to learn good…
Translating complex reinforcement learning (RL) environments into high-performance implementations has traditionally required months of specialized engineering. We present a closed-loop methodology that produces equivalent high-performance…
Score following is the process of tracking a musical performance (audio) with respect to a known symbolic representation (a score). We start this paper by formulating score following as a multimodal Markov Decision Process, the mathematical…
Vision-and-Language Navigation (VLN) is an essential skill for embodied agents, allowing them to navigate in 3D environments following natural language instructions. High-performance navigation models require a large amount of training…
Storytelling video generation (SVG) aims to produce coherent and visually rich multi-scene videos that follow a structured narrative. Existing methods primarily employ LLM for high-level planning to decompose a story into scene-level…
Recent advances in deep reinforcement learning (RL) have demonstrated complex decision-making capabilities in simulation environments such as Arcade Learning Environment, MuJoCo, and ViZDoom. However, they are hardly extensible to more…
We introduce the General Video Game Rule Generation problem, and the eponymous software framework which will be used in a new track of the General Video Game AI (GVGAI) competition. The problem is, given a game level as input, to generate…