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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

Expressive range analysis is a visualization-based technique used to evaluate the performance of generative models, particularly in game level generation. It typically employs two quantifiable metrics to position generated artifacts on a 2D…

机器学习 · 计算机科学 2025-04-09 Mahsa Bazzaz , Seth Cooper

Procedural Level Generation via Machine Learning (PLGML), the study of generating game levels with machine learning, has received a large amount of recent academic attention. For certain measures these approaches have shown success at…

人工智能 · 计算机科学 2018-09-26 Matthew Guzdial , Nicholas Liao , Mark Riedl

We introduce a method based on the Public Goods Game for solving optimization tasks. In particular, we focus on the Traveling Salesman Problem, i.e. a NP-hard problem whose search space exponentially grows increasing the number of cities.…

物理与社会 · 物理学 2017-08-30 Marco Alberto Javarone

Generalised planning (GP) refers to the task of synthesising programs that solve families of related planning problems. We introduce a novel, yet simple method for GP: given a set of training problems, for each problem, compute an optimal…

人工智能 · 计算机科学 2025-11-17 Dillon Z. Chen , Till Hofmann , Toryn Q. Klassen , Sheila A. McIlraith

We propose a class of cooperative games, called d Partitioned Compbinatorial Optimization Games (PCOGs). The input of PCOG consists of a set of agents and a combinatorial structure (typically a graph) with a fixed optimization goal on this…

计算机科学与博弈论 · 计算机科学 2025-08-27 Jiehua Chen , Christian Hatschka , Sofia Simola

Public Good Software's products match journalistic articles and other narrative content to relevant charitable causes and nonprofit organizations so that readers can take action on the issues raised by the articles' publishers. Previously…

计算机与社会 · 计算机科学 2017-10-25 Eric Kingery , Michael S. Manley , Daniel Ratner

Recent years have witnessed remarkable advances in artificial intelligence generated content(AIGC), with diverse input modalities, e.g., text, image, video, audio and 3D. The 3D is the most close visual modality to real-world 3D environment…

计算机视觉与模式识别 · 计算机科学 2024-03-20 Jian Liu , Xiaoshui Huang , Tianyu Huang , Lu Chen , Yuenan Hou , Shixiang Tang , Ziwei Liu , Wanli Ouyang , Wangmeng Zuo , Junjun Jiang , Xianming Liu

A significant challenge in nature-inspired algorithmics is the identification of specific characteristics of problems that make them harder (or easier) to solve using specific methods. The hope is that, by identifying these characteristics,…

神经与进化计算 · 计算机科学 2013-05-06 Matthew Crossley , Andy Nisbet , Martyn Amos

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

Personalized gamification explores knowledge about the users to tailor gamification designs to improve one-size-fits-all gamification. The tailoring process should simultaneously consider user and contextual characteristics (e.g., activity…

人机交互 · 计算机科学 2022-03-29 Luiz Rodrigues , Armando M. Toda , Wilk Oliveira , Paula T. Palomino , Julita Vassileva , Seiji Isotani

In this paper, we design gross product maximization mechanisms which incentivize users to upload high-quality contents on user-generated-content (UGC) websites. We show that, the proportional division mechanism, which is widely used in…

计算机科学与博弈论 · 计算机科学 2019-07-11 Mengjing Chen , Pingzhong Tang , Zihe Wang , Shenke Xiao , Xiwang Yang

We present a generative optimization approach for learning game-playing agents, where policies are represented as Python programs and refined using large language models (LLMs). Our method treats decision-making policies as self-evolving…

机器学习 · 计算机科学 2025-08-28 Zhiyi Kuang , Ryan Rong , YuCheng Yuan , Allen Nie

There are a range of metrics that can be applied to the artifacts produced by procedural content generation, and several of them come with qualitative claims. In this paper, we adapt a range of existing PCG metrics to generated Minecraft…

人工智能 · 计算机科学 2021-07-07 Jean-Baptiste Hervé , Christoph Salge

With the rapid development of Large Language Models (LLMs), Controllable Text Generation (CTG) has become a critical technology for enhancing system reliability and user experience. Addressing the limitations of traditional methods, this…

计算与语言 · 计算机科学 2025-09-23 Yan Zhuang , Yuan Sun

With growing interest in Procedural Content Generation (PCG) it becomes increasingly important to develop methods and tools for evaluating and comparing alternative systems. There is a particular lack regarding the evaluation of generative…

人工智能 · 计算机科学 2023-09-12 Jean-Baptiste Hervé , Oliver Withington , Marion Hervé , Laurissa Tokarchuk , Christoph Salge

3D content creation plays a vital role in various applications, such as gaming, robotics simulation, and virtual reality. However, the process is labor-intensive and time-consuming, requiring skilled designers to invest considerable effort…

计算机视觉与模式识别 · 计算机科学 2024-05-16 Chenhan Jiang

In this paper, we investigate a novel artificial intelligence generation task termed Generated Contents Enrichment (GCE). Conventional AI content generation produces visually realistic content by implicitly enriching the given textual…

计算机视觉与模式识别 · 计算机科学 2024-10-10 Mahdi Naseri , Jiayan Qiu , Zhou Wang

We present the technical side of reasoning in Regular Boardgames (RBG) language -- a universal General Game Playing (GGP) formalism for the class of finite deterministic games with perfect information, encoding rules in the form of regular…

We introduce the Chronicle Challenge as an optional addition to the Settlement Generation Challenge in Minecraft. One of the foci of the overall competition is adaptive procedural content generation (PCG), an arguably under-explored problem…