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Procedural Content Generation via Machine Learning (PCGML) faces a significant hurdle that sets it apart from other fields, such as image or text generation, which is limited annotated data. Many existing methods for procedural level…

计算机视觉与模式识别 · 计算机科学 2023-06-30 Negar Mirgati , Matthew Guzdial

3D scene generation conditioned on text prompts has significantly progressed due to the development of 2D diffusion generation models. However, the textual description of 3D scenes is inherently inaccurate and lacks fine-grained control…

计算机视觉与模式识别 · 计算机科学 2025-01-07 Minglin Chen , Longguang Wang , Sheng Ao , Ye Zhang , Kai Xu , Yulan Guo

In this article, we present two methods to construct 2-uninorms on bounded lattices by using additive generators, which are further used for inducing uninorms, nullnorms, uni-nullnorms and null-uninorms, respectively. We also provide some…

环与代数 · 数学 2022-12-01 Shudi Liang , Xue-ping Wang

Procedural Content Generation (PCG) is the algorithmic generation of content, often applied to games. PCG and PCG via Machine Learning (PCGML) have appeared in published games. However, it can prove difficult to apply these approaches in…

人工智能 · 计算机科学 2023-09-26 Emily Halina , Matthew Guzdial

Graphic design is crucial for conveying ideas and messages. Designers usually organize their work into objects, backgrounds, and vectorized text layers to simplify editing. However, this workflow demands considerable expertise. With the…

计算机视觉与模式识别 · 计算机科学 2025-07-09 Jingye Chen , Zhaowen Wang , Nanxuan Zhao , Li Zhang , Difan Liu , Jimei Yang , Qifeng Chen

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

Recent advancements in procedural content generation via machine learning enable the generation of video-game levels that are aesthetically similar to human-authored examples. However, the generated levels are often unplayable without…

City scene generation has gained significant attention in autonomous driving, smart city development, and traffic simulation. It helps enhance infrastructure planning and monitoring solutions. Existing methods have employed a two-stage…

计算机视觉与模式识别 · 计算机科学 2024-06-10 Jie Deng , Wenhao Chai , Junsheng Huang , Zhonghan Zhao , Qixuan Huang , Mingyan Gao , Jianshu Guo , Shengyu Hao , Wenhao Hu , Jenq-Neng Hwang , Xi Li , Gaoang Wang

In this work, we introduce StageDesigner, the first comprehensive framework for artistic stage generation using large language models combined with layout-controlled diffusion models. Given the professional requirements of stage…

计算机视觉与模式识别 · 计算机科学 2025-03-05 Zhaoxing Gan , Mengtian Li , Ruhua Chen , Zhongxia Ji , Sichen Guo , Huanling Hu , Guangnan Ye , Zuo Hu

This paper introduces a new system to design constructive level generators by searching the space of constructive level generators defined by Marahel language. We use NSGA-II, a multi-objective optimization algorithm, to search for…

神经与进化计算 · 计算机科学 2020-07-23 Ahmed Khalifa , Julian Togelius

We introduce Dream-Cubed, a large-scale dataset of Minecraft worlds at voxel resolution, and a family of models using cubes as powerful compositional units for efficient generation of interactive 3D environments. Dream-Cubed comprises tens…

计算机视觉与模式识别 · 计算机科学 2026-04-28 Tim Merino , Sam Earle , Ryunosuke Iwai , Julian Togelius , Edoardo Cetin

Generative adversarial networks (GANs) are quickly becoming a ubiquitous approach to procedurally generating video game levels. While GAN generated levels are stylistically similar to human-authored examples, human designers often want to…

We present a method of generating diverse collections of neural cellular automata (NCA) to design video game levels. While NCAs have so far only been trained via supervised learning, we present a quality diversity (QD) approach to…

神经与进化计算 · 计算机科学 2022-02-21 Sam Earle , Justin Snider , Matthew C. Fontaine , Stefanos Nikolaidis , Julian Togelius

Despite the availability of large-scale 3D datasets and advancements in 3D generative models, the complexity and uneven quality of 3D geometry and texture data continue to hinder the performance of 3D generation techniques. In most existing…

计算机视觉与模式识别 · 计算机科学 2025-05-29 Xin Yang , Jiantao Lin , Yingjie Xu , Haodong Li , Yingcong Chen

We propose the use of quality-diversity algorithms for mixed-initiative game content generation. This idea is implemented as a new feature of the Evolutionary Dungeon Designer, a system for mixed-initiative design of the type of levels you…

人工智能 · 计算机科学 2020-03-06 Alberto Alvarez , Steve Dahlskog , Jose Font , Julian Togelius

Game level editing is the process of constructing a full game level starting from 3D asset libraries, e.g. 3d models, textures, shaders, scripts. In level editing, designers define the look and behavior of the whole level by placing…

图形学 · 计算机科学 2016-03-03 Christian Santoni , Gabriele Salvati , Valentina Tibaldo , Fabio Pellacini

Text-driven 3D indoor scene generation is useful for gaming, the film industry, and AR/VR applications. However, existing methods cannot faithfully capture the room layout, nor do they allow flexible editing of individual objects in the…

计算机视觉与模式识别 · 计算机科学 2025-09-25 Chuan Fang , Yuan Dong , Kunming Luo , Xiaotao Hu , Rakesh Shrestha , Ping Tan

Creating graphic layouts is a fundamental step in graphic designs. In this work, we present a novel generative model named LayoutDiffusion for automatic layout generation. As layout is typically represented as a sequence of discrete tokens,…

计算机视觉与模式识别 · 计算机科学 2023-08-16 Junyi Zhang , Jiaqi Guo , Shizhao Sun , Jian-Guang Lou , Dongmei Zhang

We present initial research towards procedural generation of Simplified Boardgames and translating them into an efficient GDL code. This is a step towards establishing Simplified Boardgames as a comparison class for General Game Playing…

人工智能 · 计算机科学 2015-08-04 Jakub Kowalski , Marek Szykuła

This paper explores the use of 2D cellular automata (CA) to generate 3D terrains through a simple additive approach. Experimenting with multiple CA transition rules produced aesthetically interesting, navigable landscapes, suggesting…

元胞自动机与格子气 · 物理学 2025-08-22 Nuno Fachada , António R. Rodrigues , Diogo de Andrade , Phil Lopes