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Tabletop roleplaying games (TTRPGs) and procedural content generators can both be understood as systems of rules for producing content. In this paper, we argue that TTRPG design can usefully be viewed as procedural content generator design.…

An increasingly common area of study in procedural content generation is the creation of level segments: short pieces that can be used to form larger levels. Previous work has used basic concatenation to form these larger levels. However,…

人工智能 · 计算机科学 2022-08-23 Colan Biemer , Seth Cooper

In computer animation, game design, and human-computer interaction, synthesizing human motion that aligns with user intent remains a significant challenge. Existing methods have notable limitations: textual approaches offer high-level…

计算机视觉与模式识别 · 计算机科学 2025-04-24 Yingjie Xi , Jian Jun Zhang , Xiaosong Yang

With increasing interest in procedural content generation by academia and game developers alike, it is vital that different approaches can be compared fairly. However, evaluating procedurally generated video game levels is often difficult,…

人工智能 · 计算机科学 2024-10-28 Michael Beukman , Steven James , Christopher Cleghorn

Developing comprehensive explicit world models is crucial for understanding and simulating real-world scenarios. Recently, Procedural Controllable Generation (PCG) has gained significant attention in large-scale scene generation by enabling…

计算机视觉与模式识别 · 计算机科学 2024-12-18 Mengqi Zhou , Yuxi Wang , Jun Hou , Shougao Zhang , Yiwei Li , Chuanchen Luo , Junran Peng , Zhaoxiang Zhang

We present a new approach ARLPCG: Adversarial Reinforcement Learning for Procedural Content Generation, which procedurally generates and tests previously unseen environments with an auxiliary input as a control variable. Training RL agents…

机器学习 · 计算机科学 2021-06-11 Linus Gisslén , Andy Eakins , Camilo Gordillo , Joakim Bergdahl , Konrad Tollmar

This work introduces World-GAN, the first method to perform data-driven Procedural Content Generation via Machine Learning in Minecraft from a single example. Based on a 3D Generative Adversarial Network (GAN) architecture, we are able to…

机器学习 · 计算机科学 2021-06-21 Maren Awiszus , Frederik Schubert , Bodo Rosenhahn

The automatic generation of game tutorials is a challenging AI problem. While it is possible to generate annotations and instructions that explain to the player how the game is played, this paper focuses on generating a gameplay experience…

人工智能 · 计算机科学 2018-10-02 Michael Cerny Green , Ahmed Khalifa , Gabriella A. B. Barros , Andy Nealen , Julian Togelius

Personalized generation paradigms empower designers to customize visual intellectual properties with the help of textual descriptions by tuning or adapting pre-trained text-to-image models on a few images. Recent works explore approaches…

计算机视觉与模式识别 · 计算机科学 2024-04-02 Yu Xu , Fan Tang , Juan Cao , Yuxin Zhang , Oliver Deussen , Weiming Dong , Jintao Li , Tong-Yee Lee

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,…

图形学 · 计算机科学 2024-04-25 Sam Earle , Filippos Kokkinos , Yuhe Nie , Julian Togelius , Roberta Raileanu

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…

人工智能 · 计算机科学 2024-06-14 Shiying Hu , Zengrong Huang , Chengpeng Hu , Jialin Liu

In this article, we present an experimental approach to using parameterized Generative Adversarial Networks (GANs) to produce levels for the puzzle game Lily's Garden. We extract two condition vectors from the real levels in an effort to…

人工智能 · 计算机科学 2023-06-29 Andreas Hald , Jens Struckmann Hansen , Jeppe Kristensen , Paolo Burelli

This project proposes and compares a new way to optimise Super Mario Bros. (SMB) environment where the control is in hand of two approaches, namely, Genetic Algorithm (MarioGA) and NeuroEvolution (MarioNE). Not only we learn playing SMB…

神经与进化计算 · 计算机科学 2023-12-27 Sanyam Jain

Large pre-trained vision language models (VLMs) have shown impressive zero-shot ability on downstream tasks with manually designed prompt. To further adapt VLMs to downstream tasks, soft prompt is proposed to replace manually designed…

计算机视觉与模式识别 · 计算机科学 2024-07-15 Shuanghao Bai , Yuedi Zhang , Wanqi Zhou , Zhirong Luan , Badong Chen

Reinforcement learning is essential for neural architecture search and hyperparameter optimization, but the conventional approaches impede widespread use due to prohibitive time and computational costs. Inspired by DeepSeek-V3 multi-token…

机器学习 · 计算机科学 2025-06-19 Zheng Li , Jerry Cheng , Huanying Helen Gu

Procedural terrain generation for video games has been traditionally been done with smartly designed but handcrafted algorithms that generate heightmaps. We propose a first step toward the learning and synthesis of these using recent…

机器学习 · 统计学 2017-07-12 Christopher Beckham , Christopher Pal

Results from a triple-blind mixed-method user study into the effectiveness of mixed-initiative tools for the procedural generation of game levels are presented. A tool which generates levels using interactive evolutionary optimisation was…

神经与进化计算 · 计算机科学 2021-06-03 Sean P. Walton , Alma A. M. Rahat , James Stovold

We introduce the General Video Game Rule Generation problem, and the eponymous software framework which will be used in a new track of the General Video Game AI (GVGAI) competition. The problem is, given a game level as input, to generate…

人工智能 · 计算机科学 2019-06-13 Ahmed Khalifa , Michael Cerny Green , Diego Perez-Liebana , Julian Togelius

Mathematical problem generation (MPG) is a significant research direction in the field of intelligent education. In recent years, the rapid development of large language models (LLMs) has enabled new technological approaches to…

人工智能 · 计算机科学 2026-01-21 Yifei Sun , Yongan Li , A. K. Qin , Sicheng Hou , Tamas Pflanzner

Recent advances in large language models (LLMs) enable compelling story generation, but connecting narrative text to playable visual environments remains an open challenge in procedural content generation (PCG). We present a lightweight…

图形学 · 计算机科学 2026-01-05 Yi-Chun Chen , Arnav Jhala