Related papers: PlotMap: Automated Layout Design for Building Game…
Graphic layout generation is a growing research area focusing on generating aesthetically pleasing layouts ranging from poster designs to documents. While recent research has explored ways to incorporate user constraints to guide the layout…
Automatically generating novel and interesting games is a complex task. Challenges include representing game rules in a computationally workable form, searching through the large space of potential games under most such representations, and…
Large language models (LLMs) can help writers build story worlds by generating world elements, such as factions, characters, and locations. However, making sense of many generated elements can be overwhelming. Moreover, if the user wants to…
Urban modeling is essential for city planning, scene synthesis, and gaming. Existing image-based methods generate diverse layouts but often lack geometric continuity and scalability, while graph-based methods capture structural relations…
Layout design is ubiquitous in many applications, e.g. architecture/urban planning, etc, which involves a lengthy iterative design process. Recently, deep learning has been leveraged to automatically generate layouts via image generation,…
In the pursuit of fully autonomous robotic systems capable of taking over tasks traditionally performed by humans, the complexity of open-world environments poses a considerable challenge. Addressing this imperative, this study contributes…
We introduce DrawTalking, an approach to building and controlling interactive worlds by sketching and speaking while telling stories. It emphasizes user control and flexibility, and gives programming-like capability without requiring code.…
Recent large language models (LLMs) are promising for making decisions in grounded environments. However, LLMs frequently fail in complex decision-making tasks due to the misalignment between the pre-trained knowledge in LLMs and the actual…
Very little has been explored about the narrative as a process when constructing entertainment for interactive media. Simultaneously, the interest in narrative vehicles increases while certain occupations, seeing the narrative as a…
We argue that 3-D first-person video games are a challenging environment for real-time multi-modal reasoning. We first describe our dataset of human game-play, collected across a large variety of 3-D first-person games, which is both…
Mapping is a time-consuming process for deploying robotic systems to new environments. The handling of maps is also risk-adverse when not managed effectively. We propose here, a standardised approach to handling such maps in a manner which…
Planning is a pivotal ability of any intelligent system being developed for real-world applications. AI planning is concerned with researching and developing planning systems that automatically compute plans that satisfy some user…
This paper presents a novel approach to procedural generation of urban maps for First Person Shooter (FPS) games. A multi-agent evolutionary system is employed to place streets, buildings and other items inside the Unity3D game engine,…
Developing interactive agents that can understand language, perceive their surroundings, and act within the physical world is a long-standing goal of AI research. The Minecraft Collaborative Building Task (MCBT) (Narayan-Chen, Jayannavar,…
Path planning in unknown environments is a crucial yet inherently challenging capability for mobile robots, which primarily encompasses two coupled tasks: autonomous exploration and point-goal navigation. In both cases, the robot must…
Game development is a highly specialized task that relies on a complex game engine powered by complex programming languages, preventing many gaming enthusiasts from handling it. This paper introduces the Chat Game Engine (ChatGE) powered by…
The accumulation of adaptations in an open-ended manner during lifetime learning is a holy grail in reinforcement learning, intrinsic motivation, artificial curiosity, and developmental robotics. We present a specification for a cognitive…
Automated game design is a rapidly growing area of research, yet many aspects of game design lie largely unexamined still, as most systems focus on two-dimensional games with clear objectives and goal-oriented gameplay. This paper describes…
Game balancing is an important part of the (computer) game design process, in which designers adapt a game prototype so that the resulting gameplay is as entertaining as possible. In industry, the evaluation of a game is often based on…
Text-based games provide an interactive way to study natural language processing. While deep reinforcement learning has shown effectiveness in developing the game playing agent, the low sample efficiency and the large action space remain to…