Related papers: Level Generation with Constrained Expressive Range
Procedural Content Generation via Reinforcement Learning (PCGRL) offers a method for training controllable level designer agents without the need for human datasets, using metrics that serve as proxies for level quality as rewards. Existing…
Recent years, there has been growing interests in experience-driven procedural level generation. Various metrics have been formulated to model player experience and help generate personalised levels. In this work, we question whether…
Quality and diversity have been proposed as reasonable heuristics for assessing content generated by co-creative systems, but to date there has been little agreement around what constitutes the latter or how to measure it. Proposed…
Automatic generation of level maps is a popular form of automatic content generation. In this study, a recently developed technique employing the {\em do what's possible} representation is used to create open-ended level maps. Generation of…
Scene graphs provide a rich, structured representation of a scene by encoding the entities (objects) and their spatial relationships in a graphical format. This representation has proven useful in several tasks, such as question answering,…
Graph generation is one of the most challenging tasks in recent years, and its core is to learn the ground truth distribution hiding in the training data. However, training data may not be available due to security concerns or unaffordable…
Deep reinforcement learning (RL) has shown impressive results in a variety of domains, learning directly from high-dimensional sensory streams. However, when neural networks are trained in a fixed environment, such as a single level in a…
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…
Deep generative neural networks (DGNNs) have achieved realistic and high-quality data generation. In particular, the adversarial training scheme has been applied to many DGNNs and has exhibited powerful performance. Despite of recent…
We present practical approaches of using deep learning to create and enhance level maps and textures for video games -- desktop, mobile, and web. We aim to present new possibilities for game developers and level artists. The task of…
In the last few years the systematic adoption of deep learning to visual generation has produced impressive results that, amongst others, definitely benefit from the massive exploration of convolutional architectures. In this paper, we…
Most existing theoretical investigations of the accuracy of diffusion models, albeit significant, assume the score function has been approximated to a certain accuracy, and then use this a priori bound to control the error of generation.…
The evaluation of procedural content generation (PCG) systems for generating video game levels is a complex and contested topic. Ideally, the field would have access to robust, generalisable and widely accepted evaluation approaches that…
Generative models are typically evaluated by direct inspection of their generated samples, e.g., by visual inspection in the case of images. Further evaluation metrics like the Fr\'echet inception distance or maximum mean discrepancy are…
Graph generation generally aims to create new graphs that closely align with a specific graph distribution. Existing works often implicitly capture this distribution through the optimization of generators, potentially overlooking the…
We explore a new way to evaluate generative models using insights from evaluation of competitive games between human players. We show experimentally that tournaments between generators and discriminators provide an effective way to evaluate…
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.…
A generative modeling framework is proposed that combines diffusion models and manifold learning to efficiently sample data densities on manifolds. The approach utilizes Diffusion Maps to uncover possible low-dimensional underlying (latent)…
Advances in generative models increase the need for sample quality assessment. To do so, previous methods rely on a pre-trained feature extractor to embed the generated samples and real samples into a common space for comparison. However,…
Deep generative models, such as Variational Autoencoders (VAEs), have been employed widely in computational creativity research. However, such models discourage out-of-distribution generation to avoid spurious sample generation, limiting…