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The Landform Contextual Mesh: Automatically Fusing Surface and Orbital Terrain for Mars 2020

arXiv.org Artificial Intelligence

The Landform contextual mesh fuses 2D and 3D data from up to thousands of Mars 2020 rover images, along with orbital elevation and color maps from Mars Reconnaissance Orbiter, into an interactive 3D terrain visualization. Contextual meshes are built automatically for each rover location during mission ground data system processing, and are made available to mission scientists for tactical and strategic planning in the Advanced Science Targeting Tool for Robotic Operations (ASTTRO). A subset of them are also deployed to the "Explore with Perseverance" public access website.


Extend Wave Function Collapse to Large-Scale Content Generation

arXiv.org Artificial Intelligence

Wave Function Collapse (WFC) is a widely used tile-based algorithm in procedural content generation, including textures, objects, and scenes. However, the current WFC algorithm and related research lack the ability to generate commercialized large-scale or infinite content due to constraint conflict and time complexity costs. This paper proposes a Nested WFC (N-WFC) algorithm framework to reduce time complexity. To avoid conflict and backtracking problems, we offer a complete and sub-complete tileset preparation strategy, which requires only a small number of tiles to generate aperiodic and deterministic infinite content. We also introduce the weight-brush system that combines N-WFC and sub-complete tileset, proving its suitability for game design. Our contribution addresses WFC's challenge in massive content generation and provides a theoretical basis for implementing concrete games.


Aesthetic Bot: Interactively Evolving Game Maps on Twitter

arXiv.org Artificial Intelligence

This paper describes the implementation of the Aesthetic Bot, an automated Twitter account that posts images of small game maps that are either user-made or generated from an evolutionary system. The bot then prompts users to vote via a poll posted in the image's thread for the most aesthetically pleasing map. This creates a rating system that allows for direct interaction with the bot in a way that is integrated seamlessly into a user's regularly updated Twitter content feed. Upon conclusion of the each voting round, the bot learns from the distribution of votes for each map to emulate user preferences for design and visual aesthetic in order to generate maps that would win future vote pairings. We discuss the ongoing results and emerging behaviors that have occurred since the release of this system from both the bot's generation of game maps and the participating Twitter users.


Clustering Geolocation Data in Python using DBSCAN and K-Means

#artificialintelligence

Clustering is a technique of dividing the population or data points, grouping them into different clusters on the basis of similarity and dissimilarity between them. It's helps in determining the intrinsic group among the unlabeled data points. In this project we will be using Taxi dataset ( can be downloaded from Kaggle) and perform clustering Geolocation Data using K-Means and demostrate how to use DBSCAN Density-Based Spatial Clustering of Applications with Noise (DBSCAN) which discovers clusters of different shapes and sizes from data containing noise and outliers and HDBSCAN -- Hierarchical Density-Based Spatial Clustering of Applications with Noise which performs DBSCAN over varying epsilon values and integrates the result to find a clustering that gives the best stability over epsilon. Folium makes it easy to visualize data that's been manipulated in Python on an interactive leaflet map. It enables both the binding of data to a map for choropleth visualizations as well as passing rich vector/raster/HTML visualizations as markers on the map. The library has a number of built-in tilesets from OpenStreetMap, Mapbox, and Stamen, and supports custom tilesets with Mapbox or Cloudmade API keys.


Exploring Level Blending across Platformers via Paths and Affordances

arXiv.org Artificial Intelligence

Techniques for procedural content generation via machine learning (PCGML) have been shown to be useful for generating novel game content. While used primarily for producing new content in the style of the game domain used for training, recent works have increasingly started to explore methods for discovering and generating content in novel domains via techniques such as level blending and domain transfer. In this paper, we build on these works and introduce a new PCGML approach for producing novel game content spanning multiple domains. We use a new affordance and path vocabulary to encode data from six different platformer games and train variational autoencoders on this data, enabling us to capture the latent level space spanning all the domains and generate new content with varying proportions of the different domains.