Related papers: Generating Redstone Style Cities in Minecraft
In this article we describe an algorithm that can be applied for the generation of various classes of maps on orientable surfaces. It uses existing generators for abstract graphs and combines them with an efficient embedding and isomorphism…
Authoring realistic behaviors to populate a large virtual city can be a cumbersome, time-consuming and error-prone task. Believable crowds require the effort of storytellers and programming experts working together for long periods of time.…
Can we build an artificial system that would be able to generate endless surprises if ran "forever" in Minecraft? While there is not a single path toward solving that grand challenge, this article presents what we believe to be some working…
The essential task of urban planning is to generate the optimal land-use configuration of a target area. However, traditional urban planning is time-consuming and labor-intensive. Deep generative learning gives us hope that we can automate…
Procedurally generating cohesive and interesting game environments is challenging and time-consuming. In order for the relationships between the game elements to be natural, common-sense has to be encoded into arrangement of the elements.…
The container relocation problem is a challenging combinatorial optimisation problem tasked with finding a sequence of container relocations required to retrieve all containers by a given order. Due to the complexity of this problem,…
The procedural generation of levels and content in video games is a challenging AI problem. Often such generation relies on an intelligent way of evaluating the content being generated so that constraints are satisfied and/or objectives…
Building effective text generation systems requires three critical components: content selection, text planning, and surface realization, and traditionally they are tackled as separate problems. Recent all-in-one style neural generation…
We introduce GeoTexBuild, a modular generative framework for creating 3D building models from footprints derived from site planning or map designs. The system is designed for architects and city planners, offering a seamless solution that…
While large language models (LLMs) have shown promising capabilities as zero-shot planners for embodied agents, their inability to learn from experience and build persistent mental models limits their robustness in complex open-world…
The recent surge in interest in city layout generation underscores its significance in urban planning and smart city development. The task involves procedurally or automatically generating spatial arrangements for urban elements such as…
Procedural Content Generation (PCG) methods are valuable tools to speed up the game development process. Moreover, PCG may also present in games as features, such as the procedural dungeon generation (PDG) in Moonlighter (Digital Sun,…
World-building, the process of developing both the narrative and physical world of a game, plays a vital role in the game's experience. Critically-acclaimed independent and AAA video games are praised for strong world-building, with game…
This paper focuses on the challenge of interactively modeling street networks. In this work, we extend the simple fractal model, which is particularly useful for describing small cities or individual districts, by constructing random cities…
The incomplete round robin sports tournament format, where each team plays the same number of games but faces only a subset of the other teams, is becoming increasingly popular in both youth and professional competitions. In contrast to…
This paper presents the development of two distinct real-time procedural planet generators within the Godot engine: one employing Fractal Brownian Motion (FBM) with Perlin Noise, and another adapting Minecraft-inspired layered noise…
Many reinforcement learning environments (e.g., Minecraft) provide only sparse rewards that indicate task completion or failure with binary values. The challenge in exploration efficiency in such environments makes it difficult for…
This paper presents GRT, a domain-independent heuristic planning system for STRIPS worlds. GRT solves problems in two phases. In the pre-processing phase, it estimates the distance between each fact and the goals of the problem, in a…
Large-scale natural language generation requires the integration of vast amounts of knowledge: lexical, grammatical, and conceptual. A robust generator must be able to operate well even when pieces of knowledge are missing. It must also be…
Search-based procedural content generation (PCG) is a well-known method for level generation in games. Its key advantage is that it is generic and able to satisfy functional constraints. However, due to the heavy computational costs to run…