Related papers: On the Evaluation of Procedural Level Generation S…
In this work, we present some recommendations on the evaluation of state-of-the-art generative models for constrained generation tasks. The progress on generative models has been rapid in recent years. These large-scale models have had…
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…
Generative AI systems produce a range of risks. To ensure the safety of generative AI systems, these risks must be evaluated. In this paper, we make two main contributions toward establishing such evaluations. First, we propose a…
The machine learning community has mainly relied on real data to benchmark algorithms as it provides compelling evidence of model applicability. Evaluation on synthetic datasets can be a powerful tool to provide a better understanding of a…
We present an approach to generate novel computer game levels that blend different game concepts in an unsupervised fashion. Our primary contribution is an analogical reasoning process to construct blends between level design models learned…
Recent advances in large language models have enabled the development of viable generative retrieval systems. Instead of a traditional document ranking, generative retrieval systems often directly return a grounded generated text as a…
Serious Games (SGs) have experienced a tremendous outburst these last years. Video game companies have been producing fun, user-friendly SGs, but their educational value has yet to be proven. Meanwhile, cognition research scientist have…
Although current state-of-the-art language models have achieved impressive results in numerous natural language processing tasks, still they could not solve the problem of producing repetitive, dull and sometimes inconsistent text in…
It has recently been shown that reinforcement learning can be used to train generators capable of producing high-quality game levels, with quality defined in terms of some user-specified heuristic. To ensure that these generators' output is…
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…
The procedural generation of levels and content in video games is a challenging AI problem. Often such generation relies on an intelligent way of evaluating the content being generated so that constraints are satisfied and/or objectives…
Recent advances in neural network-based generative modeling have reignited the hopes in having computer systems capable of seamlessly conversing with humans and able to understand natural language. Neural architectures have been employed to…
Peer grading has emerged as a scalable solution for assessment in large and online classrooms, offering both logistical efficiency and pedagogical value. However, designing effective peer-grading systems remains challenging due to…
Rerunning a metric-based evaluation should be more straightforward, and results should be closer, than in a human-based evaluation, especially where code and model checkpoints are made available by the original authors. As this report of…
This resource paper addresses the challenge of evaluating Information Retrieval (IR) systems in the era of autoregressive Large Language Models (LLMs). Traditional methods relying on passage-level judgments are no longer effective due to…
Large Language Models (LLMs) augmented with Retrieval-Augmented Generation (RAG) techniques are revolutionizing applications across multiple domains, such as healthcare, finance, and customer service. Despite their potential, evaluating RAG…
We introduce Phasic Policy Gradient (PPG), a reinforcement learning framework which modifies traditional on-policy actor-critic methods by separating policy and value function training into distinct phases. In prior methods, one must choose…
Research on generative systems in music has seen considerable attention and growth in recent years. A variety of attempts have been made to systematically evaluate such systems. We present an interdisciplinary review of the common…
Generative models for level generation have shown great potential in game production. However, they often provide limited control over the generation, and the validity of the generated levels is unreliable. Despite this fact, only a few…
Natural Language Processing and Generation systems have recently shown the potential to complement and streamline the costly and time-consuming job of professional fact-checkers. In this work, we lift several constraints of current…