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This paper presents a procedural generation method that creates visually attractive levels for the Angry Birds game. Besides being an immensely popular mobile game, Angry Birds has recently become a test bed for various artificial…

人工智能 · 计算机科学 2016-04-28 YuXuan Jiang , Misaki Kaidan , Chun Yin Chu , Tomohiro Harada , Ruck Thawonmas

Urbanism is no longer planned on paper thanks to powerful models and 3D simulation platforms. However, current work is not open to the public and lacks an optimisation agent that could help in decision making. This paper describes the…

计算机与社会 · 计算机科学 2018-10-19 Dominika Woszczyk , Gerasimos Spanakis

We propose a new benchmark for planning tasks based on the Minecraft game. Our benchmark contains 45 tasks overall, but also provides support for creating both propositional and numeric instances of new Minecraft tasks automatically. We…

We consider learning based methods for visual localization that do not require the construction of explicit maps in the form of point clouds or voxels. The goal is to learn an implicit representation of the environment at a higher, more…

计算机视觉与模式识别 · 计算机科学 2018-12-13 Dan Rosenbaum , Frederic Besse , Fabio Viola , Danilo J. Rezende , S. M. Ali Eslami

This paper considers the problem of finding a landing spot for a drone in a dense urban environment. The conflicting requirement of fast exploration and high resolution is solved using a multi-resolution approach, by which visual…

机器人学 · 计算机科学 2022-12-21 Barak Pinkovich , Boaz Matalon , Ehud Rivlin , Hector Rotstein

Realistic 3D city generation is fundamental to a wide range of applications, including virtual reality and digital twins. However, most existing methods rely on training a single diffusion model, which limits their ability to generate…

计算机视觉与模式识别 · 计算机科学 2026-03-10 Keyang Lu , Sifan Zhou , Hongbin Xu , Gang Xu , Zhifei Yang , Yikai Wang , Zhen Xiao , Jieyi Long , Ming Li

We propose a method to procedurally generate a familiar yet complex human artifact: the city. We are not trying to reproduce existing cities, but to generate artificial cities that are convincing and plausible by capturing developmental…

图形学 · 计算机科学 2025-07-28 Thomas Lechner , Ben Watson , Uri Wilensky , Martin Felsen

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

Large language models can generate plausible game code, but turning this capability into \emph{iterative creative improvement} remains difficult. In practice, single-shot generation often produces brittle runtime behavior, weak accumulation…

人工智能 · 计算机科学 2026-04-23 Hongnan Ma , Han Wang , Shenglin Wang , Tieyue Yin , Yiwei Shi , Yucong Huang , Yingtian Zou , Muning Wen , Mengyue Yang

Although deep reinforcement learning has led to breakthroughs in many difficult domains, these successes have required an ever-increasing number of samples, affording only a shrinking segment of the AI community access to their development.…

We present practical approaches of using deep learning to create and enhance level maps and textures for video games -- desktop, mobile, and web. We aim to present new possibilities for game developers and level artists. The task of…

计算机视觉与模式识别 · 计算机科学 2021-07-16 Piotr Migdał , Bartłomiej Olechno , Błażej Podgórski

Place embeddings generated from human mobility trajectories have become a popular method to understand the functionality of places. Place embeddings with high spatial resolution are desirable for many applications, however, downscaling the…

机器学习 · 计算机科学 2020-02-07 Toru Shimizu , Takahiro Yabe , Kota Tsubouchi

Search-based procedural content generation uses stochastic global optimization algorithms to search for game content. However, standard tree search algorithms can be competitive with evolution on some optimization problems. We investigate…

人工智能 · 计算机科学 2020-08-14 Debosmita Bhaumik , Ahmed Khalifa , Michael Cerny Green , Julian Togelius

Machine learning for procedural content generation has recently become an active area of research. Levels vary in both form and function and are mostly unrelated to each other across games. This has made it difficult to assemble suitably…

人工智能 · 计算机科学 2021-08-11 Philip Bontrager , Julian Togelius

We propose mechanisms for a mathematical social-choice game that is designed to mediate decision-making processes for city planning, urban area redevelopment, and architectural design (massing) of urban housing complexes. The proposed game…

计算机与社会 · 计算机科学 2023-10-03 Pirouz Nourian , Shervin Azadi , Nan Bai , Bruno de Andrade , Nour Abu Zaid , Samaneh Rezvani , Ana Pereira Roders

This paper proposes a method for automatic generation of textures for 3D city meshes in immersive urban environments. Many recent pipelines capture or synthesize large quantities of city geometry using scanners or procedural modeling…

计算机视觉与模式识别 · 计算机科学 2022-02-08 Yiangos Georgiou , Melinos Averkiou , Tom Kelly , Evangelos Kalogerakis

Cities, as the essential environment of human life, encompass diverse physical elements such as buildings, roads and vegetation, which continuously interact with dynamic entities like people and vehicles. Crafting realistic, interactive 3D…

计算机视觉与模式识别 · 计算机科学 2024-10-23 Yu Shang , Yuming Lin , Yu Zheng , Hangyu Fan , Jingtao Ding , Jie Feng , Jiansheng Chen , Li Tian , Yong Li

Rapid population growth and climate change drive urban renewal and urbanization at massive scales. New computational methods are needed to better support urban designers in developing sustainable, resilient, and livable urban environments.…

应用统计 · 统计学 2022-12-14 Yue Sun , Timur Dogan

Urban design is a multifaceted process that demands careful consideration of site-specific constraints and collaboration among diverse professionals and stakeholders. The advent of generative artificial intelligence (GenAI) offers…

人工智能 · 计算机科学 2025-06-02 Mingyi He , Yuebing Liang , Shenhao Wang , Yunhan Zheng , Qingyi Wang , Dingyi Zhuang , Li Tian , Jinhua Zhao

We propose a new procedural content generation method which learns iterative level generators from a dataset of existing levels. The Path of Destruction method, as we call it, views level generation as repair; levels are created by…

机器学习 · 计算机科学 2022-10-04 Matthew Siper , Ahmed Khalifa , Julian Togelius