Related papers: Word2World: Generating Stories and Worlds through …
Generating high-quality stories spanning thousands of tokens requires competency across a variety of skills, from tracking plot and character arcs to keeping a consistent and engaging style. Due to the difficulty of sourcing labeled…
Simulation is an invaluable tool for developing and evaluating controllers for self-driving cars. Current simulation frameworks are driven by highly-specialist domain specific languages, and so a natural language interface would greatly…
Large Language Models (LLMs) have shown strong potential for narrative generation, but their use in complex, multi-layered role-playing game (RPG) worlds is still limited by issues of coherence, controllability, and structural consistency.…
Agentic reinforcement learning increasingly relies on experience-driven scaling, yet real-world environments remain non-adaptive, limited in coverage, and difficult to scale. World models offer a potential way to improve learning efficiency…
Large Language Models (LLMs) have impacted the writing process, enhancing productivity by collaborating with humans in content creation platforms. However, generating high-quality, user-aligned text to satisfy real-world content creation…
Recent breakthroughs in Large Language Models (LLMs), such as GPT-3 and Codex, now enable software developers to generate code based on a natural language prompt. Within computer science education, researchers are exploring the potential…
Achieving spatial intelligence requires moving beyond visual plausibility to build world simulators grounded in physical laws. While coding LLMs have advanced static 3D scene generation, extending this paradigm to 4D dynamics remains a…
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) have revolutionized natural language processing by generating human-like text and images from textual input. However, their potential to generate complex 2D/3D visualizations has been largely unexplored. We…
Automated plot generation for games enhances the player's experience by providing rich and immersive narrative experience that adapts to the player's actions. Traditional approaches adopt a symbolic narrative planning method which limits…
Game Description Language (GDL) provides a standardized way to express diverse games in a machine-readable format, enabling automated game simulation, and evaluation. While previous research has explored game description generation using…
We present RPGBench, the first benchmark designed to evaluate large language models (LLMs) as text-based role-playing game (RPG) engines. RPGBench comprises two core tasks: Game Creation (GC) and Game Simulation (GS). In GC, an LLM must…
There is much interest in using large pre-trained models in Automatic Game Design (AGD), whether via the generation of code, assets, or more abstract conceptualization of design ideas. But so far this interest largely stems from the ad hoc…
Large Language Models (LLMs) represent a class of deep learning models adept at understanding natural language and generating coherent responses to various prompts or queries. These models far exceed the complexity of conventional neural…
Solving complex planning problems requires Large Language Models (LLMs) to explicitly model the state transition to avoid rule violations, comply with constraints, and ensure optimality-a task hindered by the inherent ambiguity of natural…
Pre-trained language models (PLMs) fail to generate long-form narrative text because they do not consider global structure. As a result, the generated texts are often incohesive, repetitive, or lack content. Recent work in story generation…
Language agents increasingly require persistent worlds in which they can act, remember, and learn. Existing approaches sit at two extremes: conventional web frameworks provide reliable but fixed contexts backed by databases, while fully…
Procedural Content Generation (PCG) is defined as the automatic creation of game content using algorithms. PCG has a long history in both the game industry and the academic world. It can increase player engagement and ease the work of game…
Large language models (LLMs) have exhibited impressive capabilities across a myriad of tasks, yet they occasionally yield undesirable outputs. We posit that these limitations are rooted in the foundational autoregressive architecture of…
This paper presents Dynamic Context Prompting/Programming (DCP/P), a novel framework for interacting with LLMs to generate graph-based content with a dynamic context window history. While there is an existing study utilizing LLMs to…