Related papers: Procedural Low-Poly Terrain Generation with Terrac…
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…
Autonomous off-road navigation requires robots to estimate terrain traversability from onboard sensors and plan motion accordingly. Conventional approaches typically rely on sampling-based planners such as MPPI to generate short-term…
Outdoor intelligent autonomous robotic operation relies on a sufficiently expressive map of the environment. Classical geometric mapping methods retain essential structural environment information, but lack a semantic understanding and…
Automating immersive VR scene creation remains a primary research challenge. Existing methods typically rely on complex geometry with post-simplification, resulting in inefficient pipelines or limited realism. In this paper, we introduce…
The balancing process for game levels in competitive two-player contexts involves a lot of manual work and testing, particularly for non-symmetrical game levels. In this work, we frame game balancing as a procedural content generation task…
Existing curved-layer-based process planning methods for multi-axis manufacturing address collisions only indirectly and generate toolpaths in a post-processing step, leaving toolpath geometry uncontrolled during optimization. We present an…
We introduce ProcGen3D, a new approach for 3D content creation by generating procedural graph abstractions of 3D objects, which can then be decoded into rich, complex 3D assets. Inspired by the prevalent use of procedural generators in…
Generating mathematical equations from natural language requires an accurate understanding of the relations among math expressions. Existing approaches can be broadly categorized into token-level and expression-level generation. The former…
This paper focuses on procedurally generating rules and communicating them to players to adjust the difficulty. This is part of a larger project to collect and adapt games in educational games for young children using a digital puzzle game…
Streamline-based quad meshing algorithms use smooth cross fields to partition surfaces into quadrilateral regions by tracing cross field separatrices. In practice, re-entrant corners and misalignment of singularities lead to small regions…
Novel photo-realistic texture synthesis is an important task for generating novel scenes, including asset generation for 3D simulations. However, to date, these methods predominantly generate textured objects in 2D space. If we rely on 2D…
Generative Adversarial Networks (GANs) are a powerful indirect genotype-to-phenotype mapping for evolutionary search. Much previous work applying GANs to level generation focuses on fixed-size segments combined into a whole level, but…
In this paper, we present a method for automated persona-driven video game tutorial level generation. Tutorial levels are scenarios in which the player can explore and discover different rules and game mechanics. Procedural personas can…
This paper proposes a fully-automatic, text-guided generative method for producing perfectly-repeating, periodic, tile-able 2D imagery, such as the one seen on floors, mosaics, ceramics, and the work of M.C. Escher. In contrast to square…
A terrain T is an x-monotone polygonal chain in the plane; T is orthogonal if each edge of T is either horizontal or vertical. In this paper, we give an exact algorithm for the problem of guarding the convex vertices of an orthogonal…
Terrain analysis in Real-Time Strategy games is a necessary step to allow spacial reasoning. The goal of terrain analysis is to gather and process data about the map topology and properties to have a qualitative spatial representation. On…
We introduce a new abstract graph game, Swap Planarity, where the goal is to reach a state without edge intersections and a move consists of swapping the locations of two vertices connected by an edge. We analyze this puzzle game using…
How to automatically generate a realistic large-scale 3D road network is a key point for immersive and credible traffic simulations. Existing methods cannot automatically generate various kinds of intersections in 3D space based on GIS…
This study proposes algorithms for building tilt grain boundary (GB) models with a boundary plane-oriented approach that does not rely on existence of a coincidence site lattice (CSL). As conventional GB model generation uses the CSL of…
We address the basic question in discrete Morse theory of combining discrete gradient fields that are partially defined on subsets of the given complex. This is a well-posed question when the discrete gradient field $V$ is generated using a…