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Procedural Content Generation (PCG) techniques enable automatic creation of diverse and complex environments. While PCG facilitates more efficient content creation, ensuring consistently high-quality, industry-standard content remains a…

计算机视觉与模式识别 · 计算机科学 2025-12-09 Mahdi Farrokhimaleki , Parsa Rahmati , Richard Zhao

Summary assessment involves evaluating how well a generated summary reflects the key ideas and meaning of the source text, requiring a deep understanding of the content. Large Language Models (LLMs) have been used to automate this process,…

计算与语言 · 计算机科学 2025-12-23 Zahra Sadeghi , Evangelos Milios , Frank Rudzicz

Natural language generation (NLG) has received increasing attention, which has highlighted evaluation as a central methodological concern. Since human evaluations for these systems are costly, automatic metrics have broad appeal in NLG.…

计算与语言 · 计算机科学 2019-08-01 Johnny Tian-Zheng Wei

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

Video generation assessment is essential for ensuring that generative models produce visually realistic, high-quality videos while aligning with human expectations. Current video generation benchmarks fall into two main categories:…

计算机视觉与模式识别 · 计算机科学 2025-04-30 Hui Han , Siyuan Li , Jiaqi Chen , Yiwen Yuan , Yuling Wu , Chak Tou Leong , Hanwen Du , Junchen Fu , Youhua Li , Jie Zhang , Chi Zhang , Li-jia Li , Yongxin Ni

This paper describes a method for generative player modeling and its application to the automatic testing of game content using archetypal player models called procedural personas. Theoretically grounded in psychological decision theory,…

人工智能 · 计算机科学 2018-02-21 Christoffer Holmgård , Michael Cerny Green , Antonios Liapis , Julian Togelius

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…

机器学习 · 计算机科学 2021-07-28 Zisen Zhou , Matthew Guzdial

A major challenge in the field of Text Generation is evaluation: Human evaluations are cost-intensive, and automated metrics often display considerable disagreement with human judgments. In this paper, we propose a statistical model of Text…

计算与语言 · 计算机科学 2023-06-07 Jan Deriu , Pius von Däniken , Don Tuggener , Mark Cieliebak

Procedural content generation (PCG) is of great interest to game design and development as it generates game content automatically. Motivated by the recent learning-based PCG framework and other existing PCG works, we propose an alternative…

人工智能 · 计算机科学 2015-11-03 Peizhi Shi , Ke Chen

Despite growing interest in natural language generation (NLG) models that produce diverse outputs, there is currently no principled method for evaluating the diversity of an NLG system. In this work, we propose a framework for evaluating…

计算与语言 · 计算机科学 2021-01-26 Guy Tevet , Jonathan Berant

MineRL 2019 competition challenged participants to train sample-efficient agents to play Minecraft, by using a dataset of human gameplay and a limit number of steps the environment. We approached this task with behavioural cloning by…

人工智能 · 计算机科学 2020-05-08 Anssi Kanervisto , Janne Karttunen , Ville Hautamäki

Human-defined creativity is highly abstract, posing a challenge for multimodal large language models (MLLMs) to comprehend and assess creativity that aligns with human judgments. The absence of an existing benchmark further exacerbates this…

In this work, we present two novel contributions toward improving research in human-machine teaming (HMT): 1) a Minecraft testbed to accelerate testing and deployment of collaborative AI agents and 2) a tool to allow users to revisit and…

人机交互 · 计算机科学 2025-10-01 Edward Gu , Ho Chit Siu , Melanie Platt , Isabelle Hurley , Jaime Peña , Rohan Paleja

With the rapid development of Large Language Models (LLMs), a large number of machine learning models have been developed to assist programming tasks including the generation of program code from natural language input. However, how to…

人工智能 · 计算机科学 2024-06-19 Debalina Ghosh Paul , Hong Zhu , Ian Bayley

In the Minecraft Collaborative Building Task, two players collaborate: an Architect (A) provides instructions to a Builder (B) to assemble a specified structure using 3D blocks. In this work, we investigate the use of large language models…

计算与语言 · 计算机科学 2024-06-26 Chalamalasetti Kranti , Sherzod Hakimov , David Schlangen

Machine translation (MT) of user-generated content (UGC) poses unique challenges, including handling slang, emotion, and literary devices like irony and sarcasm. Evaluating the quality of these translations is challenging as current metrics…

计算与语言 · 计算机科学 2024-10-07 Shenbin Qian , Constantin Orăsan , Diptesh Kanojia , Félix do Carmo

The use of machine learning (ML) models to assess and score textual data has become increasingly pervasive in an array of contexts including natural language processing, information retrieval, search and recommendation, and credibility…

计算与语言 · 计算机科学 2023-09-27 Marialena Bevilacqua , Kezia Oketch , Ruiyang Qin , Will Stamey , Xinyuan Zhang , Yi Gan , Kai Yang , Ahmed Abbasi

Automated metrics for Machine Translation have made significant progress, with the goal of replacing expensive and time-consuming human evaluations. These metrics are typically assessed by their correlation with human judgments, which…

计算与语言 · 计算机科学 2024-12-31 Pius von Däniken , Jan Deriu , Mark Cieliebak

The paper presents the PCGPT framework, an innovative approach to procedural content generation (PCG) using offline reinforcement learning and transformer networks. PCGPT utilizes an autoregressive model based on transformers to generate…

机器学习 · 计算机科学 2023-10-05 Sajad Mohaghegh , Mohammad Amin Ramezan Dehnavi , Golnoosh Abdollahinejad , Matin Hashemi

Automatically adapting game content to players opens new doors for game development. In this paper we propose an architecture using persona agents and experience metrics, which enables evolving procedurally generated levels tailored for…

人工智能 · 计算机科学 2021-12-09 Pedro M. Fernandes , Jonathan Jørgensen , Niels N. T. G. Poldervaart