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Large language models (LLMs) offer promise for dynamic game content generation, but they face critical barriers, including narrative incoherence and high operational costs. Due to their large size, they are often accessed in the cloud,…

Artificial Intelligence · Computer Science 2026-05-20 Morten I. K. Munk , Arturo Valdivia , Paolo Burelli

Generative models hold great promise for accelerating material discovery but are often limited by their inflexible single-stage generative process in designing valid and diverse materials. To address this, we propose a two-stage generative…

Machine Learning · Computer Science 2026-03-05 Cong Liu , Chengyue Gong , Zhenyu Liu , Jiale Zhao , Yuxuan Zhang

Recent procedural content generation via machine learning (PCGML) methods allow learning from existing content to produce similar content automatically. While these approaches are able to generate content for different games (e.g. Super…

Artificial Intelligence · Computer Science 2020-05-27 Vanessa Volz , Niels Justesen , Sam Snodgrass , Sahar Asadi , Sami Purmonen , Christoffer Holmgård , Julian Togelius , Sebastian Risi

We propose a robust and efficient framework to generate global trajectories for ground robots in complex 3D environments. The proposed method takes point cloud as input and efficiently constructs a multi-level map using triangular patches…

Robotics · Computer Science 2024-11-14 Chengkun Tian , Xiaohui Gao , Yongguang Liu

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

Procedural Content Generation (PCG) methods are valuable tools to speed up the game development process. Moreover, PCG may also present in games as features, such as the procedural dungeon generation (PDG) in Moonlighter (Digital Sun,…

Artificial Intelligence · Computer Science 2022-04-08 Breno M. F. Viana , Leonardo T. Pereira , Claudio F. M. Toledo

In this paper, we propose RoomPlanner, the first fully automatic 3D room generation framework for painlessly creating realistic indoor scenes with only short text as input. Without any manual layout design or panoramic image guidance, our…

Computer Vision and Pattern Recognition · Computer Science 2025-11-24 Wenzhuo Sun , Mingjian Liang , Wenxuan Song , Xuelian Cheng , Zongyuan Ge

Significant efforts has been made to expand the use of Large Language Models (LLMs) beyond basic language tasks. While the generalizability and versatility of LLMs have enabled widespread adoption, evolving demands in application…

Software Engineering · Computer Science 2024-11-20 Dawen Zhang , Xiwei Xu , Chen Wang , Zhenchang Xing , Robert Mao

Large Language Models (LLMs) have proven their worth across a diverse spectrum of disciplines. LLMs have shown great potential in Procedural Content Generation (PCG) as well, but directly generating a level through a pre-trained LLM is…

Computation and Language · Computer Science 2024-05-14 Muhammad U. Nasir , Steven James , Julian Togelius

This survey explores Procedural Content Generation via Machine Learning (PCGML), defined as the generation of game content using machine learning models trained on existing content. As the importance of PCG for game development increases,…

Artificial Intelligence · Computer Science 2018-05-08 Adam Summerville , Sam Snodgrass , Matthew Guzdial , Christoffer Holmgård , Amy K. Hoover , Aaron Isaksen , Andy Nealen , Julian Togelius

Procedural content generation (PCG) has become an increasingly popular technique in game development, allowing developers to generate dynamic, replayable, and scalable environments with reduced manual effort. In this study, a novel method…

Artificial Intelligence · Computer Science 2025-10-20 Miraç Buğra Özkan

We present initial research towards procedural generation of Simplified Boardgames and translating them into an efficient GDL code. This is a step towards establishing Simplified Boardgames as a comparison class for General Game Playing…

Artificial Intelligence · Computer Science 2015-08-04 Jakub Kowalski , Marek Szykuła

Procedural content generation via machine learning (PCGML) in games involves using machine learning techniques to create game content such as maps and levels. 2D tile-based game levels have consistently served as a standard dataset for…

Machine Learning · Computer Science 2025-04-08 Mahsa Bazzaz , Seth Cooper

Significant progress has been made in text-to-video generation through the use of powerful generative models and large-scale internet data. However, substantial challenges remain in precisely controlling individual concepts within the…

Computer Vision and Pattern Recognition · Computer Science 2024-09-30 Hanxin Zhu , Tianyu He , Anni Tang , Junliang Guo , Zhibo Chen , Jiang Bian

Automatically generating high-quality real world 3D scenes is of enormous interest for applications such as virtual reality and robotics simulation. Towards this goal, we introduce NeuralField-LDM, a generative model capable of synthesizing…

Computer Vision and Pattern Recognition · Computer Science 2023-04-20 Seung Wook Kim , Bradley Brown , Kangxue Yin , Karsten Kreis , Katja Schwarz , Daiqing Li , Robin Rombach , Antonio Torralba , Sanja Fidler

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…

Human-Computer Interaction · Computer Science 2024-04-30 Oliver Withington , Michael Cook , Laurissa Tokarchuk

The past decade has seen a rapid increase in the level of research interest in procedural content generation (PCG) for digital games, and there are now numerous research avenues focused on new approaches for driving and applying PCG…

Human-Computer Interaction · Computer Science 2022-10-06 Oliver Withington , Laurissa Tokarchuk

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,…

Artificial Intelligence · Computer Science 2022-08-01 Nicholas Muir , Steven James

The procedural generation of video game levels has existed for at least 30 years, but only recently have machine learning approaches been used to generate levels without specifying the rules for generation. A number of these have looked at…

Neural and Evolutionary Computing · Computer Science 2016-03-10 Adam Summerville , Michael Mateas

Despite recent advances in multimodal content generation enabled by vision-language models (VLMs), their ability to reason about and generate structured 3D scenes remains largely underexplored. This limitation constrains their utility in…

Computer Vision and Pattern Recognition · Computer Science 2025-07-08 Xinhang Liu , Yu-Wing Tai , Chi-Keung Tang