Search Results for author: M Charity

Found 11 papers, 1 papers with code

The Ink Splotch Effect: A Case Study on ChatGPT as a Co-Creative Game Designer

no code implementations4 Mar 2024 Asad Anjum, Yuting Li, Noelle Law, M Charity, Julian Togelius

This paper studies how large language models (LLMs) can act as effective, high-level creative collaborators and ``muses'' for game design.

Chatbot Decision Making

The Five-Dollar Model: Generating Game Maps and Sprites from Sentence Embeddings

1 code implementation8 Aug 2023 Timothy Merino, Roman Negri, Dipika Rajesh, M Charity, Julian Togelius

The five-dollar model is a lightweight text-to-image generative architecture that generates low dimensional images from an encoded text prompt.

Sentence Sentence Embeddings

Amorphous Fortress: Observing Emergent Behavior in Multi-Agent FSMs

no code implementations22 Jun 2023 M Charity, Dipika Rajesh, Sam Earle, Julian Togelius

We introduce a system called Amorphous Fortress -- an abstract, yet spatial, open-ended artificial life simulation.

Artificial Life

Diversity and Novelty MasterPrints: Generating Multiple DeepMasterPrints for Increased User Coverage

no code implementations11 Sep 2022 M Charity, Nasir Memon, Zehua Jiang, Abhi Sen, Julian Togelius

This work expands on previous advancements in genetic fingerprint spoofing via the DeepMasterPrints and introduces Diversity and Novelty MasterPrints.

Evolutionary Algorithms

Keke AI Competition: Solving puzzle levels in a dynamically changing mechanic space

no code implementations11 Sep 2022 M Charity, Julian Togelius

The Keke AI Competition introduces an artificial agent competition for the game Baba is You - a Sokoban-like puzzle game where players can create rules that influence the mechanics of the game.

Aesthetic Bot: Interactively Evolving Game Maps on Twitter

no code implementations9 Aug 2022 M Charity, Julian Togelius

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.

Persona-driven Dominant/Submissive Map (PDSM) Generation for Tutorials

no code implementations11 Apr 2022 Michael Cerny Green, Ahmed Khalifa, M Charity, Julian Togelius

In this paper, we present a method for automated persona-driven video game tutorial level generation.

Mech-Elites: Illuminating the Mechanic Space of GVGAI

no code implementations11 Feb 2020 M Charity, Michael Cerny Green, Ahmed Khalifa, Julian Togelius

This paper introduces a fully automatic method of mechanic illumination for general video game level generation.

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