Related papers: Comparative Analysis of Procedural Planet Generato…
This paper proposes a procedural content generator which evolves Minecraft buildings according to an open-ended and intrinsic definition of novelty. To realize this goal we evaluate individuals' novelty in the latent space using a 3D…
Procedurally generated video game content has the potential to drastically reduce the content creation budget of game developers and large studios. However, adoption is hindered by limitations such as slow generation, as well as low quality…
Procedural noise is a fundamental component of computer graphics pipelines, offering a flexible way to generate textures that exhibit "natural" random variation. Many different types of noise exist, each produced by a separate algorithm. In…
Search-based procedural content generation (PCG) is a well-known method for level generation in games. Its key advantage is that it is generic and able to satisfy functional constraints. However, due to the heavy computational costs to run…
In attempting to quantify statistically the density structure of the interstellar medium, astronomers have considered a variety of fractal models. Here we argue that, to properly characterise a fractal model, one needs to define precisely…
Model-based Testing (MBT) is an effective approach for testing when parts of a system-under-test have the characteristics of a finite state machine (FSM). Despite various strategies in the literature on this topic, little work exists to…
In a standard theory of the formation of the planets in our Solar System, terrestrial planets and cores of gas giants are formed through accretion of kilometer-sized objects (planetesimals) in a protoplanetary disk. Gravitational $N$-body…
While limitations on quantum computation by Markovian environmental noise are well-understood in generality, their behavior for different quantum circuits and noise realizations can be less universal. Here we consider a canonical quantum…
We develop a method for planet detection in transit data, which is based on the Matched Filter technique, combined with the Gaussianization of the noise outliers. The method is based on Fourier transforms and is as fast as the existing…
The emergence of noisy medium-scale quantum devices has led to proof-of-concept applications for quantum computing in various domains. Examples include Natural Language Processing (NLP) where sentence classification experiments have been…
We propose a gradient preconditioning method that makes reward-guided generation with one-step generative models both efficient and reliable. Test-time noise optimization can unlock substantially better reward-guided generations from…
Stochastic process exhibiting power-law slopes in the frequency domain are frequently well modeled by fractional Brownian motion (fBm). In particular, the spectral slope at high frequencies is associated with the degree of small-scale…
Procedural Content Generation for 3D game levels faces challenges in balancing spatial coherence, navigational functionality, and adaptable gameplay progression across multi-floor environments. This paper introduces a novel framework for…
This paper delivers a software -- libEMM -- for 3D controlled-source electromagnetics (CSEM) modelling in fictitious wave domain, based on the newly developed high-order finite-difference time-domain (FDTD) method on non-uniform grid. The…
We introduce the first continuous-time score-based generative model that leverages fractional diffusion processes for its underlying dynamics. Although diffusion models have excelled at capturing data distributions, they still suffer from…
Procedural Music Generation (PMG) is an emerging field that algorithmically creates music content for video games. By leveraging techniques from simple rule-based approaches to advanced machine learning algorithms, PMG has the potential to…
Simulating the real-time dynamics of lattice gauge theories, underlying the Standard Model of particle physics, is a notoriously difficult problem where quantum simulators can provide a practical advantage over classical approaches. In this…
We discuss how to construct reliably well "a lattice and an integer time" version of a super-diffusive continuous-space and -time fractional Brownian motion (fBm) -- an experimentally-relevant non-Markovian Gaussian stochastic process with…
This paper presents a method for generating floor plans for structures in Minecraft (Mojang 2009). Given a 3D space, it will auto-generate a building to fill that space using a combination of constrained growth and cellular automata. The…
Consider the fractional Brownian Motion (fBM) $B^H=\{B^H(t): t \in [0,1] \}$ with Hurst index $H\in (0,1)$. We construct a probability space supporting both $B^H$ and a fully simulatable process $\hat B_{\epsilon}^H $ such that $$\sup_{t\in…