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This paper presents a method for generating floor plans for structures in Minecraft (Mojang 2009). Given a 3D space, it will auto-generate a building to fill that space using a combination of constrained growth and cellular automata. The…

人机交互 · 计算机科学 2019-06-13 Michael Cerny Green , Christoph Salge , Julian Togelius

Imitation learning is a powerful family of techniques for learning sensorimotor coordination in immersive environments. We apply imitation learning to attain state-of-the-art performance on hard exploration problems in the Minecraft…

机器学习 · 计算机科学 2020-07-07 Artemij Amiranashvili , Nicolai Dorka , Wolfram Burgard , Vladlen Koltun , Thomas Brox

We propose GuessBench, a novel benchmark that evaluates Vision Language Models (VLMs) on modeling the pervasive, noisy, and pluralistic human creativity. GuessBench sources data from "Guess the Build", an online multiplayer Minecraft…

计算与语言 · 计算机科学 2025-06-09 Zifeng Zhu , Shangbin Feng , Herun Wan , Ningnan Wang , Minnan Luo , Yulia Tsvetkov

A proper evaluation of stories generated for a sequence of images -- the task commonly referred to as visual storytelling -- must consider multiple aspects, such as coherence, grammatical correctness, and visual grounding. In this work, we…

人工智能 · 计算机科学 2023-10-30 Aditya K Surikuchi , Sandro Pezzelle , Raquel Fernández

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

We consider the problem of computing ratings using the results of games played between a set of n players, and show how this problem can be reduced to computing the positive eigenvectors corresponding to the dominant eigenvalues of certain…

数值分析 · 数学 2010-05-06 Richard P. Brent

Existing action-conditioned video generation models (video world models) are limited to single-agent perspectives, failing to capture the multi-agent interactions of real-world environments. We introduce Solaris, a multiplayer video world…

计算机视觉与模式识别 · 计算机科学 2026-02-27 Georgy Savva , Oscar Michel , Daohan Lu , Suppakit Waiwitlikhit , Timothy Meehan , Dhairya Mishra , Srivats Poddar , Jack Lu , Saining Xie

Let's Plays of video games represent a relatively unexplored area for experimental AI in games. In this short paper, we discuss an approach to generate automated commentary for Let's Play videos, drawing on convolutional deep neural…

计算与语言 · 计算机科学 2019-09-10 Shukan Shah , Matthew Guzdial , Mark O. Riedl

Algorithms that generate computer game content require game design knowledge. We present an approach to automatically learn game design knowledge for level design from gameplay videos. We further demonstrate how the acquired design…

人工智能 · 计算机科学 2016-02-26 Matthew Guzdial , Mark Riedl

We study building embodied agents for open-ended creative tasks. While existing methods build instruction-following agents that can perform diverse open-ended tasks, none of them demonstrates creativity -- the ability to give novel and…

人工智能 · 计算机科学 2025-12-29 Penglin Cai , Chi Zhang , Yuhui Fu , Haoqi Yuan , Zongqing Lu

Interactive fictions, or text-adventures, are games in which a player interacts with a world entirely through textual descriptions and text actions. Text-adventure games are typically structured as puzzles or quests wherein the player must…

计算与语言 · 计算机科学 2020-08-20 Prithviraj Ammanabrolu , William Broniec , Alex Mueller , Jeremy Paul , Mark O. Riedl

Many advancements have been made in procedural content generation for games, and with mixed-initiative co-creativity, have the potential for great benefits to human designers. However, co-creative systems for game generation are typically…

人工智能 · 计算机科学 2023-08-07 Rohan Agarwal , Zhiyu Lin , Mark Riedl

This survey explores Procedural Content Generation via Machine Learning (PCGML), defined as the generation of game content using machine learning models trained on existing content. As the importance of PCG for game development increases,…

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

While large language models (LLMs) have shown promising capabilities as zero-shot planners for embodied agents, their inability to learn from experience and build persistent mental models limits their robustness in complex open-world…

人工智能 · 计算机科学 2025-06-04 Anirudh Chari , Suraj Reddy , Aditya Tiwari , Richard Lian , Brian Zhou

The MineRL BASALT competition has served to catalyze advances in learning from human feedback through four hard-to-specify tasks in Minecraft, such as create and photograph a waterfall. Given the completion of two years of BASALT…

Geospatial reasoning requires solving image-grounded problems over the complex spatial structure of a scene. However, developing this capability is hindered by the cost of annotating a vast and combinatorial question space. We propose GeoX,…

人工智能 · 计算机科学 2026-05-20 Kyeongjin Ahn , Seungeon Lee , Krishna P. Gummadi , Meeyoung Cha

MineObserver 2.0 is an AI framework that uses Computer Vision and Natural Language Processing for assessing the accuracy of learner-generated descriptions of Minecraft images that include some scientifically relevant content. The system…

人工智能 · 计算机科学 2023-12-20 Jay Mahajan , Samuel Hum , Jack Henhapl , Diya Yunus , Matthew Gadbury , Emi Brown , Jeff Ginger , H. Chad Lane

Many games feature a progression of levels that doesn't adapt to the player. This can be problematic because some players may get stuck if the progression is too difficult, while others may find it boring if the progression is too slow to…

人工智能 · 计算机科学 2023-04-28 Colan F. Biemer , Seth Cooper

In this work we proposing adapting the Minecraft builder task into an LLM benchmark suitable for evaluating LLM ability in spatially orientated tasks, and informing builder agent design. Previous works have proposed corpora with varying…

计算与语言 · 计算机科学 2024-07-18 Chris Madge , Massimo Poesio