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The rapid advancement of Text-to-Image(T2I) generative models has enabled the synthesis of high-quality images guided by textual descriptions. Despite this significant progress, these models are often susceptible in generating contents that…
Curriculum learning--ordering training examples in a sequence to aid machine learning--takes inspiration from human learning, but has not gained widespread acceptance. Static strategies for scoring item difficulty rely on indirect proxy…
We present a novel study on enhancing the capability of preserving the content in world models, focusing on a property we term World Stability. Recent diffusion-based generative models have advanced the synthesis of immersive and realistic…
Single-image 3D generation with part-level structure remains challenging: learned priors struggle to cover the long tail of part geometries and maintain multi-view consistency, and existing systems provide limited support for precise,…
Robust content moderation classifiers are essential for the safety of Generative AI systems. In this task, differences between safe and unsafe inputs are often extremely subtle, making it difficult for classifiers (and indeed, even humans)…
Video games demand is constantly increasing, which requires the costly production of large amounts of content. Towards this challenge, researchers have developed Search-Based Procedural Content Generation (SBPCG), that is, the…
Deep neural network-based image classifications are vulnerable to adversarial perturbations. The image classifications can be easily fooled by adding artificial small and imperceptible perturbations to input images. As one of the most…
High-resolution 3D object generation remains a challenging task primarily due to the limited availability of comprehensive annotated training data. Recent advancements have aimed to overcome this constraint by harnessing image generative…
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…
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…
When navigating and interacting in challenging environments where sensory information is imperfect and incomplete, robots must make decisions that account for these shortcomings. We propose a novel method for quantifying and representing…
Unrolled computation graphs arise in many scenarios, including training RNNs, tuning hyperparameters through unrolled optimization, and training learned optimizers. Current approaches to optimizing parameters in such computation graphs…
As demand from the film and gaming industries for 3D scenes with target styles grows, the importance of advanced 3D stylization techniques increases. However, recent methods often struggle to maintain local consistency in color and texture…
Procedural story generation (PCG) tailors a unique narrative experience for a player and can be accomplished via multiple techniques, from matching storylets to grammar-based generation. There exists a rich opportunity for evolutionary…
Levels are a key component of many different video games, and a large body of work has been produced on how to procedurally generate game levels. Recently, Machine Learning techniques have been applied to video game level generation towards…
Benders decomposition with adaptive oracles was proposed to solve large-scale optimisation problems with a column bounded block-diagonal structure, where subproblems differ on the right-hand side and cost coefficients. Adaptive Benders…
In this paper, a new offline actor-critic learning algorithm is introduced: Sampled Policy Gradient (SPG). SPG samples in the action space to calculate an approximated policy gradient by using the critic to evaluate the samples. This…
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…
The diversity of agent behaviors is an important topic for the quality of video games and virtual environments in general. Offering the most compelling experience for users with different skills is a difficult task, and usually needs…
Several families of continual learning techniques have been proposed to alleviate catastrophic interference in deep neural network training on non-stationary data. However, a comprehensive comparison and analysis of limitations remains…