Related papers: Improving Conditional Level Generation using Autom…
Graphic design is crucial for conveying ideas and messages. Designers usually organize their work into objects, backgrounds, and vectorized text layers to simplify editing. However, this workflow demands considerable expertise. With the…
Generative models have thrived in computer vision, enabling unprecedented image processes. Yet the results in audio remain less advanced. Our project targets real-time sound synthesis from a reduced set of high-level parameters, including…
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…
Procedural content generation uses algorithmic techniques to create large amounts of new content for games at much lower production costs. In newer approaches, procedural content generation utilizes machine learning. However, these methods…
Algorithms that generate computer game content require game design knowledge. We present an approach to automatically learn game design knowledge for level design from gameplay videos. We further demonstrate how the acquired design…
Recent conditional image generation methods can improve controllability by generating images that are faithful to conditions such as sketches, human poses, segmentation maps, and depth. By applying these techniques to image augmentation…
Generating safety-critical scenarios is essential for testing and verifying the safety of autonomous vehicles. Traditional optimization techniques suffer from the curse of dimensionality and limit the search space to fixed parameter spaces.…
Generative Adversarial Networks (GANs) are a machine learning approach capable of generating novel example outputs across a space of provided training examples. Procedural Content Generation (PCG) of levels for video games could benefit…
This paper introduces the Procedural Content Generation Benchmark for evaluating generative algorithms on different game content creation tasks. The benchmark comes with 12 game-related problems with multiple variants on each problem.…
We address the problem of game level repair, which consists of taking a designed but non-functional game level and making it functional. This might consist of ensuring the completeness of the level, reachability of objects, or other…
In this work, we consider the problem of procedural content generation for video game levels. Prior approaches have relied on evolutionary search (ES) methods capable of generating diverse levels, but this generation procedure is slow,…
In recent years, Generative Adversarial Networks (GANs) have seen significant advancements, leading to their widespread adoption across various fields. The original GAN architecture enables the generation of images without any specific…
Adapting learning materials to the level of skill of a student is important in education. In the context of music training, one essential ability is sight-reading -- playing unfamiliar scores at first sight -- which benefits from…
The design of video game levels is a complex and critical task. Levels need to elicit fun and challenge while avoiding frustration at all costs. In this paper, we present a framework to assist designers in the creation of levels for 2D…
In this work, we introduce CC3D, a conditional generative model that synthesizes complex 3D scenes conditioned on 2D semantic scene layouts, trained using single-view images. Different from most existing 3D GANs that limit their…
Large language models possess impressive capabilities in generating programs (e.g., Python) from natural language descriptions to execute robotic tasks. However, these generated programs often contain errors that violate externally given…
Domains such as logo synthesis, in which the data has a high degree of multi-modality, still pose a challenge for generative adversarial networks (GANs). Recent research shows that progressive training (ProGAN) and mapping network…
Leveraging machine learning methods to solve constraint satisfaction problems has shown promising, but they are mostly limited to a static situation where the problem description is completely known and fixed from the beginning. In this…
Unconditional scene inference and generation are challenging to learn jointly with a single compositional model. Despite encouraging progress on models that extract object-centric representations (''slots'') from images, unconditional…
Automatically generating 3D games in commercial game engines remains a non-trivial challenge, as it involves complex engine-related workflows for generating assets such as scenes, blueprints, and code. To address this challenge, we propose…