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Game Generation via Large Language Models

Hu, Chengpeng, Zhao, Yunlong, Liu, Jialin

arXiv.org Artificial Intelligence

Recently, the emergence of large language models (LLMs) has unlocked new opportunities for procedural content generation. However, recent attempts mainly focus on level generation for specific games with defined game rules such as Super Mario Bros. and Zelda. This paper investigates the game generation via LLMs. Based on video game description language, this paper proposes an LLM-based framework to generate game rules and levels simultaneously. Experiments demonstrate how the framework works with prompts considering different combinations of context. Our findings extend the current applications of LLMs and offer new insights for generating new games in the area of procedural content generation.


Sim-to-Real Transfer Learning using Robustified Controllers in Robotic Tasks involving Complex Dynamics

van Baar, Jeroen, Sullivan, Alan, Cordorel, Radu, Jha, Devesh, Romeres, Diego, Nikovski, Daniel

arXiv.org Machine Learning

Learning robot tasks or controllers using deep reinforcement learning has been proven effective in simulations. Learning in simulation has several advantages. For example, one can fully control the simulated environment, including halting motions while performing computations. Another advantage when robots are involved, is that the amount of time a robot is occupied learning a task---rather than being productive---can be reduced by transferring the learned task to the real robot. Transfer learning requires some amount of fine-tuning on the real robot. For tasks which involve complex (non-linear) dynamics, the fine-tuning itself may take a substantial amount of time. In order to reduce the amount of fine-tuning we propose to learn robustified controllers in simulation. Robustified controllers are learned by exploiting the ability to change simulation parameters (both appearance and dynamics) for successive training episodes. An additional benefit for this approach is that it alleviates the precise determination of physics parameters for the simulator, which is a non-trivial task. We demonstrate our proposed approach on a real setup in which a robot aims to solve a maze puzzle, which involves complex dynamics due to static friction and potentially large accelerations. We show that the amount of fine-tuning in transfer learning for a robustified controller is substantially reduced compared to a non-robustified controller.


A Method of Virtual Camera Selection Using Soft Constraints

Janzen, Michael (University of Saskatchewan) | Horsch, Michael (University of Saskatchewan) | Neufeld, Eric (University of Saskatchewan)

AAAI Conferences

We describe a software tool to select among camera feeds from multiple virtual cameras in a virtual environment using semiring constraint satisfaction problem techniques (SCSP), a soft constraint approach. We show how to encode a designer's preferences, and select the best camera feed even in over-constrained or under-constrained environments. The system functions in real time for dynamic scenes, using only current information (ie. no prediction). To reduce computation costs for a final implementation, the SCSP evaluation can be cached and converted to native code. Our approach is implemented in two virtual environments: a virtual hockey game using a spectator viewpoint, and a virtual 3D maze game using a third person perspective. Comparisons against hard constraints (constraint satisfaction problems) are made.