Related papers: Comparative Analysis of Procedural Planet Generato…
Recently, procedural content generation has exhibited considerable advancements in the domain of 2D game level generation such as Super Mario Bros. and Sokoban through large language models (LLMs). To further validate the capabilities of…
Procedural Content Generation (PCG) algorithms enable the automatic generation of complex and diverse artifacts. However, they don't provide high-level control over the generated content and typically require domain expertise. In contrast,…
In this article, we focus on two toy models : the Curie-Weiss model and the system of $N$ particles in linear interactions in a double well confining potential. Both models, which have been extensively studied, describe a large system of…
Large Language Models (LLMs), such as Generative Pre-trained Transformers (GPTs) are revolutionizing the generation of human-like text, producing contextually relevant and syntactically correct content. Despite challenges like biases and…
Fault-tolerant quantum computing requires understanding how error-correcting codes perform on diverse physical hardware. This is typically assessed via noisy stabilizer simulation of logical circuits at HPC scale, combined with a noise…
This paper conducts a comparative study of three IoT-based PRNG models, including Logistic Map, Double Pendulum, and Multi-LFSR, implemented on an FPGA platform. Comparisons are made across key performance metrics like randomness, latency,…
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,…
Virtual globes - programs implementing interactive three-dimensional (3D) models of planets - are increasingly used in geosciences. Global morphometric models can be useful for tectonic and planetary studies. We describe the development of…
The objective of this project is to utilize an FPGA board which is the CMOD A7 35t to obtain a pseudo random number which can be used for encryption. We aim to achieve this by leveraging the inherent randomness present in environmental data…
In the univariate setting, using the kernel spectral representation is an appealing approach for generating stationary covariance functions. However, performing the same task for multiple-output Gaussian processes is substantially more…
We carry out a comparative analysis of the performance of three algorithms widely used to identify significant periodicities in radial-velocity (RV) datasets: the Generalised Lomb-Scargle Periodogram (GLS), its modified version based on…
Procedural content generation uses algorithmic techniques to create large amounts of new content for games at much lower production costs. In newer approaches, procedural content generation utilizes machine learning. However, these methods…
Planet formation is a multi-scale process in which the coagulation of $\mathrm{\mu m}$-sized dust grains in protoplanetary disks is strongly influenced by the hydrodynamic processes on scales of astronomical units ($\approx 1.5\times 10^8…
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,…
An interactive binary star system simulation was developed to be showcased on an educational platform. The main purpose of the project is to provide insight into the orbital mechanics of such star systems with the help of a three-body…
According to the canonical planet formation theory, planets form "in-situ" within a planetesimal disk via runaway and oligarchic growth. This theory, however, cannot naturally account for the formation timescale of ice giants or the…
Procedural terrain generation is the process of generating a digital representation of terrain using a computer program or procedure, with little to no human guidance. This paper proposes a procedural terrain generation algorithm based on a…
Techniques for procedural content generation via machine learning (PCGML) have been shown to be useful for generating novel game content. While used primarily for producing new content in the style of the game domain used for training,…
We present Perceive-Represent-Generate (PRG), a novel three-stage framework that maps perceptual information of different modalities (e.g., visual or sound), corresponding to a sequence of instructions, to an adequate sequence of movements…
We propose a versatile feedback scheme for both single- and multi-user multiple-input multiple-output (MIMO) frequency division duplex (FDD) systems. Particularly, we propose utilizing a Gaussian mixture model (GMM) with a reduced number of…