Related papers: Zero-Shot Reasoning: Personalized Content Generati…
The accurate and personalized estimation of task difficulty provides many opportunities for optimizing user experience. However, user diversity makes such difficulty estimation hard, in that empirical measurements from some user sample do…
Educators have started to turn to Generative AI (GenAI) to help create new course content, but little is known about how they should do so. In this project, we investigated the first steps for optimizing content creation for advanced math.…
Using artificial intelligence (AI) to automatically test a game remains a critical challenge for the development of richer and more complex game worlds and for the advancement of AI at large. One of the most promising methods for achieving…
Although procedural generation is popular among game developers, academic research on the topic has primarily focused on new applications, with some research into empirical analysis. In this paper we relate theoretical work in information…
In this paper, we explore the generation of one-liner jokes through multi-step reasoning. Our work involved reconstructing the process behind creating humorous one-liners and developing a working prototype for humor generation. We conducted…
Process Reward Models (PRMs) have emerged as a powerful tool for providing step-level feedback when evaluating the reasoning of Large Language Models (LLMs), which frequently produce chains of thought (CoTs) containing errors even when the…
The advent of large pre-trained generative language models has provided a common framework for AI story generation via sampling the model to create sequences that continue the story. However, sampling alone is insufficient for story…
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…
In the era of large models, content generation is gradually shifting to Personalized Generation (PGen), tailoring content to individual preferences and needs. This paper presents the first comprehensive survey on PGen, investigating…
Recently, dataset-generation-based zero-shot learning has shown promising results by training a task-specific model with a dataset synthesized from large pre-trained language models (PLMs). The final task-specific model often achieves…
With the vast and dynamic user-generated content on Roblox, creating effective game recommendations requires a deep understanding of game content. Traditional recommendation models struggle with the inconsistent and sparse nature of game…
Different users find different images generated for the same prompt desirable. This gives rise to personalized image generation which involves creating images aligned with an individual's visual preference. Current generative models are,…
We present Word2Minecraft, a system that leverages large language models to generate playable game levels in Minecraft based on structured stories. The system transforms narrative elements-such as protagonist goals, antagonist challenges,…
The growing proliferation of customized and pretrained generative models has made it infeasible for a user to be fully cognizant of every model in existence. To address this need, we introduce the task of content-based model search: given a…
Automated plot generation is the challenge of generating a sequence of events that will be perceived by readers as the plot of a coherent story. Traditional symbolic planners plan a story from a goal state and guarantee logical causal plot…
We present a literature survey on non-interactive computational story generation. The article starts with the presentation of requirements for creative systems, three types of models of creativity (computational, socio-cultural, and…
Facilitated by large language models (LLMs), personalized text generation has become a rapidly growing research direction. Most existing studies focus on designing specialized models for a particular domain, or they require fine-tuning the…
Procedural terrain generation for video games has been traditionally been done with smartly designed but handcrafted algorithms that generate heightmaps. We propose a first step toward the learning and synthesis of these using recent…
Recent advancements in the field of Natural Language Processing, particularly the development of large-scale language models that are pretrained on vast amounts of knowledge, are creating novel opportunities within the realm of Knowledge…
We explore the automatic generation of interactive, scenario-based lessons designed to train novice human tutors who teach middle school mathematics online. Employing prompt engineering through a Retrieval-Augmented Generation approach with…