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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…

Artificial Intelligence · Computer Science 2025-10-07 Sam Earle , Zehua Jiang , Eugene Vinitsky , Julian Togelius

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…

Robotics · Computer Science 2026-03-02 Yixuan Jia , Qingyuan Li , Jonathan P. How

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…

Graphics · Computer Science 2026-03-25 Jinyan Yuan , Bangbang Yang , Keke Wang , Panwang Pan , Lin Ma , Xuehai Zhang , Xiao Liu , Zhaopeng Cui , Yuewen Ma

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…

Machine Learning · Computer Science 2025-03-25 Florian Rupp , Manuel Eberhardinger , Kai Eckert

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…

Robotics · Computer Science 2026-04-22 Neelotpal Dutta , Tianyu Zhang , Tao Liu , Yongxue Chen , Charlie C. L. Wang

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…

Computer Vision and Pattern Recognition · Computer Science 2025-11-11 Xinyi Zhang , Daoyi Gao , Naiqi Li , Angela Dai

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…

Computation and Language · Computer Science 2023-10-19 Wenqi Zhang , Yongliang Shen , Qingpeng Nong , Zeqi Tan , Yanna Ma , Weiming Lu

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…

Human-Computer Interaction · Computer Science 2025-03-20 Thomas Volden , Djordje Grbic , Paolo Burelli

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…

Computational Geometry · Computer Science 2019-08-06 Ryan Viertel , Braxton Osting , Matthew Staten

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…

Computer Vision and Pattern Recognition · Computer Science 2023-02-09 Dharma KC , Clayton T. Morrison , Bradley Walls

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…

Neural and Evolutionary Computing · Computer Science 2022-05-02 Jacob Schrum , Benjamin Capps , Kirby Steckel , Vanessa Volz , Sebastian Risi

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…

Artificial Intelligence · Computer Science 2022-04-12 Michael Cerny Green , Ahmed Khalifa , M Charity , Julian Togelius

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…

Computer Vision and Pattern Recognition · Computer Science 2024-06-19 Noam Aigerman , Thibault Groueix

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…

Computational Geometry · Computer Science 2015-12-29 Saeed Mehrabi

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…

Artificial Intelligence · Computer Science 2023-03-09 Florian Richoux

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…

Computational Geometry · Computer Science 2019-08-06 Rutger Kraaijer , Marc van Kreveld , Wouter Meulemans , André van Renssen

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…

Graphics · Computer Science 2021-03-16 Hua Wang , Yue Wu , Xu Han , Mingliang Xu , Weizhe Chen , Guoliang Chen

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…

Materials Science · Physics 2023-05-02 Yoyo Hinuma , Masanori Kohyama , Shingo Tanaka

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…

Geometric Topology · Mathematics 2022-01-28 Douglas Lenseth , Boris Goldfarb