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Illuminating mario scenes in the latent space of a generative adversarial network
Generative adversarial networks (GANs) are quickly becoming a ubiquitous approach to
procedurally generating video game levels. While GAN generated levels are stylistically …
procedurally generating video game levels. While GAN generated levels are stylistically …
TOAD-GAN: Coherent style level generation from a single example
In this work, we present TOAD-GAN (Token-based One-shot Arbitrary Dimension Generative
Adversarial Network), a novel Procedural Content Generation (PCG) algorithm that …
Adversarial Network), a novel Procedural Content Generation (PCG) algorithm that …
Dreamcraft: Text-guided generation of functional 3D environments in Minecraft
Procedural Content Generation (PCG) algorithms enable the automatic generation of
complex and diverse artifacts. However, they don't provide high-level control over the …
complex and diverse artifacts. However, they don't provide high-level control over the …
Learning controllable 3D level generators
Procedural Content Generation via Reinforcement Learning (PCGRL) foregoes the need for
large human-authored data-sets and allows agents to train explicitly on functional …
large human-authored data-sets and allows agents to train explicitly on functional …
Procedural generation of game levels and maps: A review
So far, physical labor has ensured that the quality and quantity of game content match the
needs of the game community. However, due to the exponential growth of gaming …
needs of the game community. However, due to the exponential growth of gaming …
Toad-gan: a flexible framework for few-shot level generation in token-based games
This work presents T oken-based O ne-shot A rbitrary D imension G enerative A dversarial N
etwork (TOAD-GAN), a novel procedural content generation algorithm that generates token …
etwork (TOAD-GAN), a novel procedural content generation algorithm that generates token …
Dungeon and platformer level blending and generation using conditional vaes
Variational autoencoders (VAEs) have been used in prior works for generating and blending
levels from different games. To add controllability to these models, conditional VAEs …
levels from different games. To add controllability to these models, conditional VAEs …
The right variety: Improving expressive range analysis with metric selection methods
1 ABSTRACT Expressive Range Analysis (ERA), an approach for visualising the output of
Procedural Content Generation (PCG) systems, is widely used within PCG research to …
Procedural Content Generation (PCG) systems, is widely used within PCG research to …
[PDF][PDF] Pathfinding Agents for Platformer Level Repair.
A key concern for procedural level generation is ensuring that generated levels are in fact
playable. One approach for determining playability is using pathfinding agents to test if …
playable. One approach for determining playability is using pathfinding agents to test if …
Sturgeon-MKIV: constraint-based level and playthrough generation with graph label rewrite rules
Procedurally generated game levels should be completable. The representation used for
levels and game mechanics impacts the types of games for which different techniques can …
levels and game mechanics impacts the types of games for which different techniques can …