Related papers: Joint Level Generation and Translation Using Gamep…
We are committed to learning human skill generators at key-step levels. The generation of skills is a challenging endeavor, but its successful implementation could greatly facilitate human skill learning and provide more experience for…
With increasing interest in procedural content generation by academia and game developers alike, it is vital that different approaches can be compared fairly. However, evaluating procedurally generated video game levels is often difficult,…
MLLMs have been widely studied for video question answering recently. However, most existing assessments focus on natural videos, overlooking synthetic videos, such as AI-generated content (AIGC). Meanwhile, some works in video generation…
We propose a new procedural content generation method which learns iterative level generators from a dataset of existing levels. The Path of Destruction method, as we call it, views level generation as repair; levels are created by…
We propose the problem of tutorial generation for games, i.e. to generate tutorials which can teach players to play games, as an AI problem. This problem can be approached in several ways, including generating natural language descriptions…
Chapter generation becomes practical technique for online videos nowadays. The chapter breakpoints enable users to quickly find the parts they want and get the summative annotations. However, there is no public method and dataset for this…
Methods for dynamic difficulty adjustment allow games to be tailored to particular players to maximize their engagement. However, current methods often only modify a limited set of game features such as the difficulty of the opponents, or…
An increasingly common area of study in procedural content generation is the creation of level segments: short pieces that can be used to form larger levels. Previous work has used basic concatenation to form these larger levels. However,…
The procedural generation of video game levels has existed for at least 30 years, but only recently have machine learning approaches been used to generate levels without specifying the rules for generation. A number of these have looked at…
This paper proposes the novel task of video generation conditioned on a SINGLE semantic label map, which provides a good balance between flexibility and quality in the generation process. Different from typical end-to-end approaches, which…
Procedural story generation (PCG) tailors a unique narrative experience for a player and can be accomplished via multiple techniques, from matching storylets to grammar-based generation. There exists a rich opportunity for evolutionary…
In order to reveal the rationale behind model predictions, many works have exploited providing explanations in various forms. Recently, to further guarantee readability, more and more works turn to generate sentence-level human language…
Large Language Models (LLMs) have proven to be useful tools in various domains outside of the field of their inception, which was natural language processing. In this study, we provide practical directions on how to use LLMs to generate…
Several families of continual learning techniques have been proposed to alleviate catastrophic interference in deep neural network training on non-stationary data. However, a comprehensive comparison and analysis of limitations remains…
We present in this article what we believe to be one of the first attempts at video game machine translation. Our study shows that models trained only with limited in-domain data surpass publicly available systems by a significant margin,…
In recent years, machine learning (ML) systems have been increasingly applied for performing creative tasks. Such creative ML approaches have seen wide use in the domains of visual art and music for applications such as image and music…
We consider the problem of image-to-video translation, where an input image is translated into an output video containing motions of a single object. Recent methods for such problems typically train transformation networks to generate…
Photorealism is an important aspect of modern video games since it can shape player experience and impact immersion, narrative engagement, and visual fidelity. To achieve photorealism, beyond traditional rendering pipelines, generative…
Procedural content generation (PCG) has become an increasingly popular technique in game development, allowing developers to generate dynamic, replayable, and scalable environments with reduced manual effort. In this study, a novel method…
For a typical Scene Graph Generation (SGG) method, there is often a large gap in the performance of the predicates' head classes and tail classes. This phenomenon is mainly caused by the semantic overlap between different predicates as well…