Related papers: Tree-Based Reconstructive Partitioning: A Novel Lo…
Procedural content generation in video games has a long history. Existing procedural content generation methods, such as search-based, solver-based, rule-based and grammar-based methods have been applied to various content types such as…
Procedural Content Generation for 3D game levels faces challenges in balancing spatial coherence, navigational functionality, and adaptable gameplay progression across multi-floor environments. This paper introduces a novel framework for…
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…
Recent advances in large language models (LLMs) enable compelling story generation, but connecting narrative text to playable visual environments remains an open challenge in procedural content generation (PCG). We present a lightweight…
With the advent of neural language models, the performance of code generation has been significantly boosted. However, the problem of repetitions during the generation process continues to linger. Previous work has primarily focused on…
Agentic retrieval-augmented generation (RAG) formulates question answering as a multi-step interaction between reasoning and information retrieval, and has recently been advanced by reinforcement learning (RL) with outcome-based…
Procedurally generated video game content has the potential to drastically reduce the content creation budget of game developers and large studios. However, adoption is hindered by limitations such as slow generation, as well as low quality…
This paper describes an avenue for artificial and computational intelligence techniques applied within games research to be deployed for purposes of physical therapy. We provide an overview of prototypical research focussed on the…
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…
Generating sports game reports from structured tables is a complex table-to-text task that demands both precise data interpretation and fluent narrative generation. Traditional model-based approaches require large, annotated datasets, while…
As academic interest in procedural content generation (PCG) for games has increased, so has the need for methodologies for comparing and contrasting the output spaces of alternative PCG systems. In this paper we introduce and evaluate a…
Text generation is a fundamental building block in natural language processing tasks. Existing sequential models performs autoregression directly over the text sequence and have difficulty generating long sentences of complex structures.…
Real-Time Strategy (RTS) game unit generation is an unexplored area of Procedural Content Generation (PCG) research, which leaves the question of how to automatically generate interesting and balanced units unanswered. Creating unique and…
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,…
While the games industry is moving towards procedural content generation (PCG) with tools available under popular platforms such as Unreal, Unity or Houdini, and video game titles like No Man's Sky and Horizon Zero Dawn taking advantage of…
Video games demand is constantly increasing, which requires the costly production of large amounts of content. Towards this challenge, researchers have developed Search-Based Procedural Content Generation (SBPCG), that is, the…
With the rapid development of Large Language Models (LLMs), Controllable Text Generation (CTG) has become a critical technology for enhancing system reliability and user experience. Addressing the limitations of traditional methods, this…
Procedural city generation that focuses on believability and adaptability to random terrain is a difficult challenge in the field of Procedural Content Generation (PCG). Dozens of researchers compete for a realistic approach in challenges…
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,…
This paper explores the use of Column Generation (CG) techniques in constructing univariate binary decision trees for classification tasks. We propose a novel Integer Linear Programming (ILP) formulation, based on root-to-leaf paths in…