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Automatically generating 3D games in commercial game engines remains a non-trivial challenge, as it involves complex engine-related workflows for generating assets such as scenes, blueprints, and code. To address this challenge, we propose…

人机交互 · 计算机科学 2026-04-09 Lei Yin , Wentao Cheng , Zhida Qin , Tianyu Huang , Yidong Li , Gangyi Ding

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…

人工智能 · 计算机科学 2022-08-26 Ahmed Khalifa , Michael Cerny Green , Julian Togelius

Playtesting is an essential step in the game design process. Game designers use the feedback from playtests to refine their designs. Game designers may employ procedural personas to automate the playtesting process. In this paper, we…

人工智能 · 计算机科学 2022-04-07 Sinan Ariyurek , Elif Surer , Aysu Betin-Can

Video world models have shown immense promise for interactive simulation and entertainment, but current systems still struggle with two important aspects of interactivity: user control over the environment for reproducible, editable…

人工智能 · 计算机科学 2026-04-01 Ryan Po , David Junhao Zhang , Amir Hertz , Gordon Wetzstein , Neal Wadhwa , Nataniel Ruiz

Procedural content generation (PCG) has become an increasingly popular technique in game development, allowing developers to generate dynamic, replayable, and scalable environments with reduced manual effort. In this study, a novel method…

人工智能 · 计算机科学 2025-10-20 Miraç Buğra Özkan

The rapid pace of recent research in AI has been driven in part by the presence of fast and challenging simulation environments. These environments often take the form of games; with tasks ranging from simple board games, to competitive…

Behavior trees (BTs) are a popular method for modeling NPC and enemy AI behavior and have been widely used in commercial games. In this work, rather than use BTs to model game playing agents, we use them for modeling game design agents,…

人工智能 · 计算机科学 2021-10-11 Anurag Sarkar , Seth Cooper

We present an approach to designing 3D Iterated Function Systems (IFS) within the Unity Editor and rendered to VR in real-time. Objects are modeled as a hierarchical tree of primitive shapes and operators, editable using a graphical user…

图形学 · 计算机科学 2024-05-03 Jacob Yenney , Weichen Liu , Ying C. Wu

This paper introduces a conditional generative adversarial network to redesign a street-level image of urban scenes by generating 1) an urban intervention policy, 2) an attention map that localises where intervention is needed, 3) a…

计算机视觉与模式识别 · 计算机科学 2021-04-15 Mohamed R. Ibrahim , James Haworth , Nicola Christie

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…

人工智能 · 计算机科学 2022-07-06 Keyuan Zhang , Jiayu Bai , Jialin Liu

Procedural generation is used across game design to achieve a wide variety of ends, and has led to the creation of several game subgenres by injecting variance, surprise or unpredictability into otherwise static designs. Information games…

人工智能 · 计算机科学 2020-04-07 Michael Cook

In the realm of competitive gaming, 3D first-person shooter (FPS) games have gained immense popularity, prompting the development of game AI systems to enhance gameplay. However, deploying game AI in practical scenarios still poses…

人工智能 · 计算机科学 2024-10-08 Chen Zhang , Huan Hu , Yuan Zhou , Qiyang Cao , Ruochen Liu , Wenya Wei , Elvis S. Liu

Creating large-scale interactive 3D environments is essential for the development of Robotics and Embodied AI research. Current methods, including manual design, procedural generation, diffusion-based scene generation, and large language…

计算机视觉与模式识别 · 计算机科学 2024-11-18 Yian Wang , Xiaowen Qiu , Jiageng Liu , Zhehuan Chen , Jiting Cai , Yufei Wang , Tsun-Hsuan Wang , Zhou Xian , Chuang Gan

Character customization system is an important component in Role-Playing Games (RPGs), where players are allowed to edit the facial appearance of their in-game characters with their own preferences rather than using default templates. This…

计算机视觉与模式识别 · 计算机科学 2019-09-04 Tianyang Shi , Yi Yuan , Changjie Fan , Zhengxia Zou , Zhenwei Shi , Yong Liu

Procedural 3D Terrain generation has become a necessity in open world games, as it can provide unlimited content, through a functionally infinite number of different areas, for players to explore. In our approach, we use Generative…

图像与视频处理 · 电气工程与系统科学 2020-10-14 Emmanouil Panagiotou , Eleni Charou

In this article we study the problem of training intelligent agents using Reinforcement Learning for the purpose of game development. Unlike systems built to replace human players and to achieve super-human performance, our agents aim to…

机器学习 · 计算机科学 2021-04-22 Alessandro Sestini , Alexander Kuhnle , Andrew D. Bagdanov

Real-time generation of natural-looking floor plans is vital in games with dynamic environments. This paper presents an algorithm to generate suburban house floor plans in real-time. The algorithm is based on the work presented in [1].…

图形学 · 计算机科学 2012-11-27 Maysam Mirahmadi , Abdallah Shami

Maps are a very important component of strategy games, and a time-consuming task if done by hand. Maps generated by traditional PCG techniques such as Perlin noise or tile-based PCG techniques look unnatural and unappealing, thus not…

机器学习 · 计算机科学 2023-01-10 Vasco Nunes , João Dias , Pedro A. Santos

Procedural Content Generation via Reinforcement Learning (PCGRL) offers a method for training controllable level designer agents without the need for human datasets, using metrics that serve as proxies for level quality as rewards. Existing…

人工智能 · 计算机科学 2025-10-07 Sam Earle , Zehua Jiang , Eugene Vinitsky , Julian Togelius

Protecting against adversarial attacks is a common multiagent problem. Attackers in the real world are predominantly human actors, and the protection methods often incorporate opponent models to improve the performance when facing humans.…

人工智能 · 计算机科学 2023-11-29 David Milec , Viliam Lisý , Christopher Kiekintveld