Related papers: Moonshine: Distilling Game Content Generators into…
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…
Since the dawn of Trading Card Games, the genre has grown into a multi-billion-dollar industry engaging millions of analog and digital players worldwide. Popular TCGs rely on regular updates, balance adjustments, and rotating constraints to…
Controllable layout generation aims at synthesizing plausible arrangement of element bounding boxes with optional constraints, such as type or position of a specific element. In this work, we try to solve a broad range of layout generation…
Behavior trees (BTs) are a popular method for modeling NPC and enemy AI behavior and have been widely used in commercial games. In this work, rather than use BTs to model game playing agents, we use them for modeling game design agents,…
Generic generation and manipulation of text is challenging and has limited success compared to recent deep generative modeling in visual domain. This paper aims at generating plausible natural language sentences, whose attributes are…
Text-guided molecule generation is a task where molecules are generated to match specific textual descriptions. Recently, most existing SMILES-based molecule generation methods rely on an autoregressive architecture. In this work, we…
Procedural content generation (PCG) concerns all sorts of algorithms and tools which automatically produce game content, without requiring manual authoring by game artists. Besides generating com-plex static meshes, the PCG core usually…
Slate generation is a common task in streaming and e-commerce platforms, where multiple items are presented together as a list or ``slate''. Traditional systems focus mostly on item-level ranking and often fail to capture the coherence of…
Recent work on controlled text generation has either required attribute-based fine-tuning of the base language model (LM), or has restricted the parameterization of the attribute discriminator to be compatible with the base autoregressive…
This work introduces World-GAN, the first method to perform data-driven Procedural Content Generation via Machine Learning in Minecraft from a single example. Based on a 3D Generative Adversarial Network (GAN) architecture, we are able to…
We improve the informativeness of models for conditional text generation using techniques from computational pragmatics. These techniques formulate language production as a game between speakers and listeners, in which a speaker should…
Neural controllable text generation is an important area gaining attention due to its plethora of applications. Although there is a large body of prior work in controllable text generation, there is no unifying theme. In this work, we…
Graph data structures offer a versatile and powerful means to model relationships and interconnections in various domains, promising substantial advantages in data representation, analysis, and visualization. In games, graph-based data…
Procedural story generation (PCG) tailors a unique narrative experience for a player and can be accomplished via multiple techniques, from matching storylets to grammar-based generation. There exists a rich opportunity for evolutionary…
Recently, the multimedia community has witnessed the rise of diffusion models trained on large-scale multi-modal data for visual content creation, particularly in the field of text-to-image generation. In this paper, we propose a new task…
We present initial research towards procedural generation of Simplified Boardgames and translating them into an efficient GDL code. This is a step towards establishing Simplified Boardgames as a comparison class for General Game Playing…
Text-to-level generation aims to translate natural language descriptions into structured game levels, enabling intuitive control over procedural content generation. While prior text-to-level generators are typically limited to a single game…
Diffusion Models (DMs), also referred to as score-based diffusion models, utilize neural networks to specify score functions. Unlike most other probabilistic models, DMs directly model the score functions, which makes them more flexible to…
We introduce the Chronicle Challenge as an optional addition to the Settlement Generation Challenge in Minecraft. One of the foci of the overall competition is adaptive procedural content generation (PCG), an arguably under-explored problem…
Driven by the remarkable progress in diffusion models, text-to-image generation has made significant strides, creating a pressing demand for automatic quality evaluation of generated images. Current state-of-the-art automatic evaluation…