6 papers
In Search of the Ingredients of Open-Endedness: Replicating Picbreeder with Large Vision-Language Models
Sam Earle, Kai Arulkumaran, Andrew Dai +3
We are in the midst of large-scale industrial and academic efforts to automate the processes of scientific, technological and creative production through AI-driven assistants. Hist…
The Garden of Forking Paths: Narrative Arc-Conditioned Gameplay Planning
Yunge Wen, Chenliang Huang, Hangyu Zhou +5
Narrative archetypes (e.g., Hero's Journey, Three-act structure) provide universal story structures that resonate across cultures and media and are important for video game storyte…
Dream-Cubed: Controllable Generative Modeling in Minecraft by Training on Billions of Cubes
Tim Merino, Sam Earle, Ryunosuke Iwai +2
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…
DreamGarden: A Designer Assistant for Growing Games from a Single Prompt
Sam Earle, Samyak Parajuli, Andrzej Banburski-Fahey
Coding assistants are increasingly leveraged in game design, both generating code and making high-level plans. To what degree can these tools align with developer workflows, and wh…
PuzzleJAX: A Benchmark for Reasoning and Learning
Sam Earle, Graham Todd, Yuchen Li +5
We introduce PuzzleJAX, a GPU-accelerated puzzle game engine and description language designed to support rapid benchmarking of tree search, reinforcement learning, and LLM reasoni…
ScriptDoctor: Automatic Generation of PuzzleScript Games via Large Language Models and Tree Search
Sam Earle, Ahmed Khalifa, Muhammad Umair Nasir +4
There is much interest in using large pre-trained models in Automatic Game Design (AGD), whether via the generation of code, assets, or more abstract conceptualization of design id…