Related papers: Multiverse: Language-Conditioned Multi-Game Level …
This paper introduces a surrogate model of gameplay that learns the mapping between different game facets, and applies it to a generative system which designs new content in one of these facets. Focusing on the shooter game genre, the paper…
Procedural Content Generation via Reinforcement Learning (PCGRL) foregoes the need for large human-authored data-sets and allows agents to train explicitly on functional constraints, using computable, user-defined measures of quality…
Game environments provide rich, controllable settings that stimulate many aspects of real-world complexity. As such, game agents offer a valuable testbed for exploring capabilities relevant to Artificial General Intelligence. Recently, the…
This paper presents Text2Structure3D, a graph-based Machine Learning (ML) model that generates equilibrium structures from natural language prompts. Text2Structure3D is designed to support new intuitive ways of design exploration and…
Large language models can generate plausible game code, but turning this capability into \emph{iterative creative improvement} remains difficult. In practice, single-shot generation often produces brittle runtime behavior, weak accumulation…
The iterated learning model is an agent model which simulates the transmission of of language from generation to generation. It is used to study how the language adapts to pressures imposed by transmission. In each iteration, a language…
We present a pilot study on crea.blender, a novel co-creative game designed for large-scale, systematic assessment of distinct constructs of human creativity. Co-creative systems are systems in which humans and computers (often with Machine…
Text-based adventure games provide a platform on which to explore reinforcement learning in the context of a combinatorial action space, such as natural language. We present a deep reinforcement learning architecture that represents the…
Co-creative Procedural Content Generation via Machine Learning (PCGML) refers to systems where a PCGML agent and a human work together to produce output content. One of the limitations of co-creative PCGML is that it requires co-creative…
Advances in technology have led to the development of methods that can create desired visual multimedia. In particular, image generation using deep learning has been extensively studied across diverse fields. In comparison, video…
We introduce a framework for translating game descriptions in natural language into extensive-form representations in game theory, leveraging Large Language Models (LLMs) and in-context learning. Given the varying levels of strategic…
While language models have become more capable of producing compelling language, we find there are still gaps in maintaining consistency, especially when describing events in a dynamically changing world. We study the setting of generating…
Distributed representations of meaning are a natural way to encode covariance relationships between words and phrases in NLP. By overcoming data sparsity problems, as well as providing information about semantic relatedness which is not…
Procedural Content Generation (PCG) is a technique to generate complex and diverse environments in an automated way. However, while generating content with PCG methods is often straightforward, generating meaningful content that reflects…
In this article, we present a new machine learning model by imitation based on the linguistic description of complex phenomena. The idea consists of, first, capturing the behaviour of human players by creating a computational perception…
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…
Deep reinforcement learning provides a promising approach for text-based games in studying natural language communication between humans and artificial agents. However, the generalization still remains a big challenge as the agents depend…
We study a game for recognising formal languages, in which two players with imperfect information need to coordinate on a common decision, given private input words correlated by a finite graph. The players have a joint objective to avoid…
We designed and built a game called \textit{Immersive Text Game}, which allows the player to choose a story and a character, and interact with other characters in the story in an immersive manner of dialogues. The game is based on several…
Text generation aims to produce human-like natural language output for down-stream tasks. It covers a wide range of applications like machine translation, document summarization, dialogue generation and so on. Recently deep neural…