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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…

Graphics · Computer Science 2026-01-05 Yi-Chun Chen , Arnav Jhala

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…

Artificial Intelligence · Computer Science 2025-08-27 Kaijie Xu , Clark Verbrugge

Are generative pre-trained transformer (GPT) models, trained only to predict the next token, implicitly learning a world model from which sequences are generated one token at a time? We address this question by deriving a causal…

Artificial Intelligence · Computer Science 2025-07-08 Raanan Y. Rohekar , Yaniv Gurwicz , Sungduk Yu , Estelle Aflalo , Vasudev Lal

Central Pattern Generators (CPGs) have several properties desirable for locomotion: they generate smooth trajectories, are robust to perturbations and are simple to implement. Although conceptually promising, we argue that the full…

Maps are a very important component of strategy games, and a time-consuming task if done by hand. Maps generated by traditional PCG techniques such as Perlin noise or tile-based PCG techniques look unnatural and unappealing, thus not…

Machine Learning · Computer Science 2023-01-10 Vasco Nunes , João Dias , Pedro A. Santos

Soft object manipulation tasks in domestic scenes pose a significant challenge for existing robotic skill learning techniques due to their complex dynamics and variable shape characteristics. Since learning new manipulation skills from…

Robotics · Computer Science 2023-09-06 Junjia Liu , Zhihao Li , Wanyu Lin , Sylvain Calinon , Kay Chen Tan , Fei Chen

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…

Artificial Intelligence · Computer Science 2023-09-21 Arthur van der Staaij , Jelmer Prins , Vincent L. Prins , Julian Poelsma , Thera Smit , Matthias Müller-Brockhausen , Mike Preuss

This paper introduces the unsupervised learning problem of playable video generation (PVG). In PVG, we aim at allowing a user to control the generated video by selecting a discrete action at every time step as when playing a video game. The…

Computer Vision and Pattern Recognition · Computer Science 2021-01-29 Willi Menapace , Stéphane Lathuilière , Sergey Tulyakov , Aliaksandr Siarohin , Elisa Ricci

Procedural Content Generation (PCG) offers scalable methods for algorithmically creating complex, customizable worlds. However, controlling these pipelines requires the precise configuration of opaque technical parameters. We propose a…

Artificial Intelligence · Computer Science 2025-12-15 Lim Chien Her , Ming Yan , Yunshu Bai , Ruihao Li , Hao Zhang

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…

Human-Computer Interaction · Computer Science 2020-05-20 Gorm Lai , William Latham , Frederic Fol Leymarie

We introduce ProcGen3D, a new approach for 3D content creation by generating procedural graph abstractions of 3D objects, which can then be decoded into rich, complex 3D assets. Inspired by the prevalent use of procedural generators in…

Computer Vision and Pattern Recognition · Computer Science 2025-11-11 Xinyi Zhang , Daoyi Gao , Naiqi Li , Angela Dai

In this work, we introduce an innovative autoregressive model leveraging Generative Pretrained Transformer (GPT) architectures, tailored for fraud detection in payment systems. Our approach innovatively confronts token explosion and…

Machine Learning · Computer Science 2023-12-25 Ze Yu Zhao , Zheng Zhu , Guilin Li , Wenhan Wang , Bo Wang

People enjoy encounters with generative software, but rarely are they encouraged to interact with, understand or engage with it. In this paper we define the term 'PCG-based game', and explain how this concept follows on from the idea of an…

Artificial Intelligence · Computer Science 2016-10-12 Michael Cook , Mirjam Eladhari , Andy Nealen , Mike Treanor , Eddy Boxerman , Alex Jaffe , Paul Sottosanti , Steve Swink

A game process is a system where the decisions of one agent can influence the decisions of other agents. In the real world, social influences and relationships between agents may influence the decision makings of agents with game behaviors.…

Social and Information Networks · Computer Science 2021-03-31 Jie Huang , Fanghua Ye , Xu Chen

Transformer networks are effective at modeling long-range contextual information and have recently demonstrated exemplary performance in the natural language processing domain. Conventionally, the temporal action proposal generation (TAPG)…

Computer Vision and Pattern Recognition · Computer Science 2021-05-26 Lining Wang , Haosen Yang , Wenhao Wu , Hongxun Yao , Hujie Huang

Game consists of multiple types of content, while the harmony of different content types play an essential role in game design. However, most works on procedural content generation consider only one type of content at a time. In this paper,…

Artificial Intelligence · Computer Science 2022-07-13 Ziqi Wang , Jialin Liu

We introduce a framework that abstracts Reinforcement Learning (RL) as a sequence modeling problem. This allows us to draw upon the simplicity and scalability of the Transformer architecture, and associated advances in language modeling…

Existing large language models have to run K times to generate a sequence of K tokens. In this paper, we present RecycleGPT, a generative language model with fast decoding speed by recycling pre-generated model states without running the…

Computation and Language · Computer Science 2024-05-24 Yufan Jiang , Qiaozhi He , Xiaomin Zhuang , Zhihua Wu , Kunpeng Wang , Wenlai Zhao , Guangwen Yang

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…

Machine Learning · Computer Science 2022-10-04 Matthew Siper , Ahmed Khalifa , Julian Togelius

We introduce Perturbative Gradient Training (PGT), a novel training paradigm that overcomes a critical limitation of physical reservoir computing: the inability to perform backpropagation due to the black-box nature of physical reservoirs.…

Machine Learning · Computer Science 2025-06-06 Cliff B. Abbott , Mark Elo , Dmytro A. Bozhko
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