Related papers: Procedural Low-Poly Terrain Generation with Terrac…
Despite the availability of large-scale 3D datasets and advancements in 3D generative models, the complexity and uneven quality of 3D geometry and texture data continue to hinder the performance of 3D generation techniques. In most existing…
Simple board games, like Tic-Tac-Toe and CONNECT-4, play an important role not only in the development of mathematical and logical skills, but also in the emotional and social development. In this paper, we address the problem of generating…
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 describe a hidden surface removal algorithm for two-dimensional layered scenes built from arbitrary primitives, particularly suited to interaction and animation in rich scenes (for example, in illustration). The method makes use of a…
Scalable generation of outdoor driving scenes requires 3D representations that remain consistent across multiple viewpoints and scale to large areas. Existing solutions either rely on image or video generative models distilled to 3D space,…
Prevailing 3D texture generation methods, which often rely on multi-view fusion, are frequently hindered by inter-view inconsistencies and incomplete coverage of complex surfaces, limiting the fidelity and completeness of the generated…
Search-based procedural content generation uses stochastic global optimization algorithms to search for game content. However, standard tree search algorithms can be competitive with evolution on some optimization problems. We investigate…
Balancing games, especially those with asymmetric multiplayer content, requires significant manual effort and extensive human playtesting during development. For this reason, this work focuses on generating balanced levels tailored to…
Texture and material blending is one of the leading methods for adding variety to rendered virtual worlds, creating composite materials, and generating procedural content. When done naively, it can introduce either visible seams or contrast…
The automatic generation of game tutorials is a challenging AI problem. While it is possible to generate annotations and instructions that explain to the player how the game is played, this paper focuses on generating a gameplay experience…
This paper explores the question of creating and maintaining terrain maps in environments where the terrain changes. The specific example explored is the construction of terrain maps from 3D LiDAR measurements on an electric rope shovel.…
Open-endedness, primarily studied in the context of artificial life, is the ability of systems to generate potentially unbounded ontologies of increasing novelty and complexity. Engineering generative systems displaying at least some degree…
We study the problem of visibility in polyhedral terrains in the presence of multiple viewpoints. We consider a triangulated terrain with $m>1$ viewpoints (or guards) located on the terrain surface. A point on the terrain is considered…
We introduce a recipe for generating immersive 3D worlds from a single image by framing the task as an in-context learning problem for 2D inpainting models. This approach requires minimal training and uses existing generative models. Our…
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…
3D scene generation seeks to synthesize spatially structured, semantically meaningful, and photorealistic environments for applications such as immersive media, robotics, autonomous driving, and embodied AI. Early methods based on…
Results from a triple-blind mixed-method user study into the effectiveness of mixed-initiative tools for the procedural generation of game levels are presented. A tool which generates levels using interactive evolutionary optimisation was…
Procedural content generation via machine learning (PCGML) has demonstrated its usefulness as a content and game creation approach, and has been shown to be able to support human creativity. An important facet of creativity is combinational…
We apply column generation to approximating complex structured objects via a set of primitive structured objects under either the cross entropy or L2 loss. We use L1 regularization to encourage the use of few structured primitive objects.…
We combine neural rendering with multi-modal image and text representations to synthesize diverse 3D objects solely from natural language descriptions. Our method, Dream Fields, can generate the geometry and color of a wide range of objects…