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Narrative archetypes (e.g., Hero's Journey, Three-act structure) provide universal story structures that resonate across cultures and media and are important for video game storytelling, yet existing LLM-based methods lack explicit use of…

Human-Computer Interaction · Computer Science 2026-05-05 Yunge Wen , Chenliang Huang , Hangyu Zhou , Zhuo Zeng , Chun Ming Louis Po , Julian Togelius , Timothy Merino , Sam Earle

Game-theoretic resource allocation on graphs (GRAG) involves two players competing over multiple steps to control nodes of interest on a graph, a problem modeled as a multi-step Colonel Blotto Game (MCBG). Finding optimal strategies is…

Machine Learning · Computer Science 2025-05-13 Zijian An , Lifeng Zhou

Embodied AI is an inevitable trend that emphasizes the interaction between intelligent entities and the real world, with broad applications in Robotics, especially target-driven navigation. This task requires the robot to find an object of…

Robotics · Computer Science 2023-01-11 Junjia Liu , Jianfei Guo , Zehui Meng , Jingtao Xue

Text-based adventure games provide a platform on which to explore reinforcement learning in the context of a combinatorial action space, such as natural language. We present a deep reinforcement learning architecture that represents the…

Computation and Language · Computer Science 2019-03-26 Prithviraj Ammanabrolu , Mark O. Riedl

We hypothesize dance as a motion that forms a visual rhythm from music, where the visual rhythm can be perceived from an optical flow. If an agent can recognize the relationship between visual rhythm and music, it will be able to dance by…

Computer Vision and Pattern Recognition · Computer Science 2024-05-31 Hyemin Ahn

Video game development is a complex endeavor, often involving complex software, large organizations, and aggressive release deadlines. Several studies have reported that periods of "crunch time" are prevalent in the video game industry, but…

Software Engineering · Computer Science 2019-04-02 Markus Borg , Vahid Garousi , Anas Mahmoud , Thomas Olsson , Oskar Stålberg

We propose a new General Game Playing (GGP) system called Regular Games (RG). The main goal of RG is to be both computationally efficient and convenient for game design. The system consists of several languages. The core component is a…

Artificial Intelligence · Computer Science 2025-11-14 Radosław Miernik , Marek Szykuła , Jakub Kowalski , Jakub Cieśluk , Łukasz Galas , Wojciech Pawlik

We present a challenging new benchmark and learning-environment for robot learning: RLBench. The benchmark features 100 completely unique, hand-designed tasks ranging in difficulty, from simple target reaching and door opening, to longer…

Robotics · Computer Science 2019-09-27 Stephen James , Zicong Ma , David Rovick Arrojo , Andrew J. Davison

Learning to perform abstract reasoning often requires decomposing the task in question into intermediate subgoals that are not specified upfront, but need to be autonomously devised by the learner. In Raven Progressive Matrices (RPM), the…

Artificial Intelligence · Computer Science 2024-03-08 Jakub Kwiatkowski , Krzysztof Krawiec

In the last decade, autonomous navigation for roboticshas been leveraged by deep learning and other approachesbased on machine learning. These approaches have demon-strated significant advantages in robotics performance. Butthey have the…

We present GameNGen, the first game engine powered entirely by a neural model that also enables real-time interaction with a complex environment over long trajectories at high quality. When trained on the classic game DOOM, GameNGen…

Machine Learning · Computer Science 2025-04-25 Dani Valevski , Yaniv Leviathan , Moab Arar , Shlomi Fruchter

For large-scale graph analytics on the GPU, the irregularity of data access and control flow, and the complexity of programming GPUs, have presented two significant challenges to developing a programmable high-performance graph library.…

Distributed, Parallel, and Cluster Computing · Computer Science 2017-01-06 Yangzihao Wang , Yuechao Pan , Andrew Davidson , Yuduo Wu , Carl Yang , Leyuan Wang , Muhammad Osama , Chenshan Yuan , Weitang Liu , Andy T. Riffel , John D. Owens

There is a broad consensus that the inability to form long-term plans is one of the key limitations of current foundational models and agents. However, the existing planning benchmarks remain woefully inadequate to truly measure their…

Artificial Intelligence · Computer Science 2026-04-07 Michael Katz , Harsha Kokel , Sarath Sreedharan

Game designs often center on the game mechanics---rules governing the logical evolution of the game. We seek to develop an intelligent system that generates computer games. As first steps towards this goal we present a composable and…

Artificial Intelligence · Computer Science 2019-08-06 Alexander Zook , Mark O. Riedl

We accelerate deep reinforcement learning-based training in visually complex 3D environments by two orders of magnitude over prior work, realizing end-to-end training speeds of over 19,000 frames of experience per second on a single GPU and…

Machine Learning · Computer Science 2021-03-15 Brennan Shacklett , Erik Wijmans , Aleksei Petrenko , Manolis Savva , Dhruv Batra , Vladlen Koltun , Kayvon Fatahalian

Solving robotic navigation tasks via reinforcement learning (RL) is challenging due to their sparse reward and long decision horizon nature. However, in many navigation tasks, high-level (HL) task representations, like a rough floor plan,…

Robotics · Computer Science 2021-11-08 Jan Wöhlke , Felix Schmitt , Herke van Hoof

Vision-language reinforcement learning (RL) has primarily focused on narrow domains (e.g. geometry or chart reasoning). This leaves broader training scenarios and resources underexplored, limiting the exploration and learning of Vision…

We developed a novel assessment platform with untethered virtual reality, 3-dimensional sounds, and pressure sensing floor mat to help assess the walking balance and negotiation of obstacles given diverse sensory load and/or cognitive load.…

Human-Computer Interaction · Computer Science 2020-06-02 Zhu Wang , Anat Lubetzky , Charles Hendee , Marta Gospodarek , Ken Perlin

3D human reaction generation faces three main challenges:(1) high motion fidelity, (2) real-time inference, and (3) autoregressive adaptability for online scenarios. Existing methods fail to meet all three simultaneously. We propose…

Computer Vision and Pattern Recognition · Computer Science 2026-03-17 Zichen Geng , Zeeshan Hayder , Wei Liu , Hesheng Wang , Ajmal Mian

Terrains are the main part of an electronic game. To reduce human effort on game development, procedural techniques are used to generate synthetic terrains. However rendering a terrain is not a trivial task. Their rendering techniques must…

Graphics · Computer Science 2018-03-14 Ricardo B. D. d'Oliveira , Antonio L. Apolinário