Related papers: PlotMap: Automated Layout Design for Building Game…
Many games are reliant on creating new and engaging content constantly to maintain the interest of their player-base. One such example are puzzle games, in such it is common to have a recurrent need to create new puzzles. Creating new…
Story visualization aims to generate a series of images that match the story described in texts, and it requires the generated images to satisfy high quality, alignment with the text description, and consistency in character identities.…
This project proposes a methodology for the automatic generation of action models from video game dynamics descriptions, as well as its integration with a planning agent for the execution and monitoring of the plans. Planners use these…
In this paper, we propose an effective global relation learning algorithm to recommend an appropriate location of a building unit for in-game customization of residential home complex. Given a construction layout, we propose a visual…
We introduce TextWorld, a sandbox learning environment for the training and evaluation of RL agents on text-based games. TextWorld is a Python library that handles interactive play-through of text games, as well as backend functions like…
Large Language Models (LLMs) motivate generative agent simulation (e.g., AI Town) to create a ``dynamic world'', holding immense value across entertainment and research. However, for non-experts, especially those without programming skills,…
Large language models can generate plausible game code, but turning this capability into \emph{iterative creative improvement} remains difficult. In practice, single-shot generation often produces brittle runtime behavior, weak accumulation…
Constructing photorealistic virtual worlds has applications across various fields, but it often requires the extensive labor of highly trained professionals to operate conventional 3D modeling software. To democratize this process, we…
Many popular video games use pseudorandom number generators to create randomly distributed locations for game objects as highly unpredictable as possible. Some scenarios like game competition also need reproducible randomness, namely the…
Autonomous artificial agents must be able to learn behaviors in complex environments without humans to design tasks and rewards. Designing these functions for each environment is not feasible, thus, motivating the development of intrinsic…
While language models have become more capable of producing compelling language, we find there are still gaps in maintaining consistency, especially when describing events in a dynamically changing world. We study the setting of generating…
There is a broad consensus that the inability to form long-term plans is one of the key limitations of current foundational models and agents. However, the existing planning benchmarks remain woefully inadequate to truly measure their…
Factorio is a 2D construction and management simulation video game about building automated factories to produce items of increasing complexity. A core feature of the game is its blueprint system, which allows players to easily save and…
Attaining a high degree of user controllability in visual generation often requires intricate, fine-grained inputs like layouts. However, such inputs impose a substantial burden on users when compared to simple text inputs. To address the…
Content-aware layout aims to arrange design elements appropriately on a given canvas to convey information effectively. Recently, the trend for this task has been to leverage large language models (LLMs) to generate layouts automatically,…
Automated game design has remained a key challenge within the field of Game AI. In this paper, we introduce a method for recombining existing games to create new games through a process called conceptual expansion. Prior automated game…
Automatic storytelling is challenging since it requires generating long, coherent natural language to describes a sensible sequence of events. Despite considerable efforts on automatic story generation in the past, prior work either is…
We attempt to automate various artistic processes by inventing a set of drawing games, analogous to the approach taken by emergent language research in inventing communication games. A critical difference is that drawing games demand much…
In this paper, we propose a method and workflow for automating regression testing of certain video game aspects using automated planning and incremental action model learning techniques. The basic idea is to use detailed game logs and…
World building forms the foundation of any task that requires narrative intelligence. In this work, we focus on procedurally generating interactive fiction worlds---text-based worlds that players "see" and "talk to" using natural language.…