5 papers
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…
A Markovian Framing of WaveFunctionCollapse for Procedurally Generating Aesthetically Complex Environments
Franklin Yiu, Mohan Lu, Nina Li +5
Procedural content generation often requires satisfying both designer-specified objectives and adjacency constraints implicitly imposed by the underlying tile set. To address the c…
All Stories Are One Story: Emotional Arc Guided Procedural Game Level Generation
Yunge Wen, Chenliang Huang, Hangyu Zhou +5
The emotional arc is a universal narrative structure underlying stories across cultures and media -- an idea central to structuralist narratology, often encapsulated in the phrase…
God's Innovation Project -- Empowering The Player With Generative AI
Ritvik Nair, Timothy Merino, Julian Togelius
In this paper, we present God's Innovation Project (GIP), a god game where players collect words to dynamically terraform the landscape using generative AI. A god game is a genre w…
Moonshine: Distilling Game Content Generators into Steerable Generative Models
Yuhe Nie, Michael Middleton, Tim Merino +4
Procedural Content Generation via Machine Learning (PCGML) has enhanced game content creation, yet challenges in controllability and limited training data persist. This study addre…