Related papers: Procedural Content Generation via Knowledge Transf…
Serious Games (SGs) are nowadays shifting focus to include procedural content generation (PCG) in the development process as a means of offering personalized and enhanced player experience. However, the development of a framework to assess…
People enjoy encounters with generative software, but rarely are they encouraged to interact with, understand or engage with it. In this paper we define the term 'PCG-based game', and explain how this concept follows on from the idea of an…
Procedural content generation (PCG) has made substantial progress in shaping static 2D/3D geometry, while most methods treat gameplay mechanics as auxiliary and optimize only over space. We argue that this limits controllability and…
Procedural Content Generation via Reinforcement Learning (PCGRL) offers a method for training controllable level designer agents without the need for human datasets, using metrics that serve as proxies for level quality as rewards. Existing…
The goal of text generation is to make machines express in human language. It is one of the most important yet challenging tasks in natural language processing (NLP). Since 2014, various neural encoder-decoder models pioneered by Seq2Seq…
Procedural Content Generation via Machine Learning (PCGML) has enhanced game content creation, yet challenges in controllability and limited training data persist. This study addresses these issues by distilling a constructive PCG algorithm…
Recent work in neural generation has attracted significant interest in controlling the form of text, such as style, persona, and politeness. However, there has been less work on controlling neural text generation for content. This paper…
Reward design plays a pivotal role in the training of game AIs, requiring substantial domain-specific knowledge and human effort. In recent years, several studies have explored reward generation for training game agents and controlling…
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…
The past decade has seen a rapid increase in the level of research interest in procedural content generation (PCG) for digital games, and there are now numerous research avenues focused on new approaches for driving and applying PCG…
Court View Generation (CVG) is a challenging task in the field of Legal Artificial Intelligence (LegalAI), which aims to generate court views based on the plaintiff claims and the fact descriptions. While Pretrained Language Models (PLMs)…
Pretrained language models (PLMs) have made remarkable progress in text generation tasks via fine-tuning. While, it is challenging to fine-tune PLMs in a data-scarce situation. Therefore, it is non-trivial to develop a general and…
External knowledge graphs (KGs) can be used to augment large language models (LLMs), while simultaneously providing an explainable knowledge base of facts that can be inspected by a human. This approach may be particularly valuable in…
Procedural Content Generation (PCG) is widely used to create scalable and diverse environments in games. However, existing methods, such as the Wave Function Collapse (WFC) algorithm, are often limited to static scenarios and lack the…
In this work we propose a novel end-to-end multi-stage Knowledge Graph (KG) generation system from textual inputs, separating the overall process into two stages. The graph nodes are generated first using pretrained language model, followed…
For visual content generation, discrepancies between user intentions and the generated content have been a longstanding problem. This discrepancy arises from two main factors. First, user intentions are inherently complex, with subtle…
Generative Knowledge Graph Construction (KGC) refers to those methods that leverage the sequence-to-sequence framework for building knowledge graphs, which is flexible and can be adapted to widespread tasks. In this study, we summarize the…
We present initial research towards procedural generation of Simplified Boardgames and translating them into an efficient GDL code. This is a step towards establishing Simplified Boardgames as a comparison class for General Game Playing…
Task environments developed in Minecraft are becoming increasingly popular for artificial intelligence (AI) research. However, most of these are currently constructed manually, thus failing to take advantage of procedural content generation…
Transfer learning which aims at utilizing knowledge learned from one problem (source domain) to solve another different but related problem (target domain) has attracted wide research attentions. However, the current transfer learning…