Related papers: Generating Redstone Style Cities in Minecraft
We present a generative method for texture filtering, which exhibits surprisingly good performance and generalizability. Our core idea is to empower texture filtering by taking full advantage of the strong learned image prior of pre-trained…
Recent advances in generative artificial intelligence (AI) technologies have been significantly driven by models such as generative adversarial networks (GANs), variational autoencoders (VAEs), and denoising diffusion probabilistic models…
In this document we describe a rationale for a research program aimed at building an open "assistant" in the game Minecraft, in order to make progress on the problems of natural language understanding and learning from dialogue.
Map construction methods automatically produce and/or update road network datasets using vehicle tracking data. Enabled by the ubiquitous generation of georeferenced tracking data, there has been a recent surge in map construction…
The term Procedural Content Generation (PCG) refers to the (semi-)automatic generation of game content by algorithmic means, and its methods are becoming increasingly popular in game-oriented research and industry. A special class of these…
Algorithms that generate computer game content require game design knowledge. We present an approach to automatically learn game design knowledge for level design from gameplay videos. We further demonstrate how the acquired design…
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…
The Metropolis-Hastings algorithm is a fundamental Markov chain Monte Carlo (MCMC) method for sampling and inference. With the advent of Big Data, distributed and parallel variants of MCMC methods are attracting increased attention. In this…
The current investigations on hyper-heuristics design have sprung up in two different flavours: heuristics that choose heuristics and heuristics that generate heuristics. In the latter, the goal is to develop a problem-domain independent…
3D scene generation has garnered growing attention in recent years and has made significant progress. Generating 4D cities is more challenging than 3D scenes due to the presence of structurally complex, visually diverse objects like…
While recent advancements in machine learning, such as LLMs, are revolutionizing software development and creative industries, they have had minimal impact on engineers designing mechanical parts, which remains largely a manual process.…
At large scales, typologies of urban form and corresponding generating processes remain an open question with important implications regarding urban planning policies and sustainability. We propose in this paper to generate urban…
Procedural 3D Terrain generation has become a necessity in open world games, as it can provide unlimited content, through a functionally infinite number of different areas, for players to explore. In our approach, we use Generative…
This paper presents a hybrid machine learning method of classifying residential requests in natural language to responsible departments that provide timely responses back to residents under the vision of digital government services in smart…
Motivated by a desire to improve on the current state of the art in genetic programming, and aided by recent progress in understanding the computational aspects of evolutionary systems, we describe a process that creates a set of generic…
This paper formalizes path planning problem for a group of heterogeneous Dubins vehicles performing tasks in a remote fashion and develops a memetic algorithm-based method to effectively produce the paths. In the setting, the vehicles are…
This paper presents two different efficiency-enhancement techniques for probabilistic model building genetic algorithms. The first technique proposes the use of a mutation operator which performs local search in the sub-solution…
Traditional MCMC algorithms are computationally intensive and do not scale well to large data. In particular, the Metropolis-Hastings (MH) algorithm requires passing over the entire dataset to evaluate the likelihood ratio in each…
We propose a novel method applicable in many scene understanding problems that adapts the Monte Carlo Tree Search (MCTS) algorithm, originally designed to learn to play games of high-state complexity. From a generated pool of proposals, our…
Minecraft is a great testbed for human creativity that has inspired the design of various structures and even functioning machines, including flying machines. EvoCraft is an API for programmatically generating structures in Minecraft, but…