no code implementations • 4 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.
no code implementations • 4 Dec 2023 • Sam Earle, M Charity, Dipika Rajesh, Mayu Wilson, Julian Togelius
We explore the generation of diverse environments using the Amorphous Fortress (AF) simulation framework.
no code implementations • 16 Aug 2023 • M Charity, Yash Bhartia, Daniel Zhang, Ahmed Khalifa, Julian Togelius
This paper introduces a system used to generate game feature suggestions based on a text prompt.
1 code implementation • 8 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.
no code implementations • 22 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.
no code implementations • 11 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.
no code implementations • 11 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.
no code implementations • 9 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.
no code implementations • 11 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.
no code implementations • 24 Mar 2022 • Michael Cerny Green, Ahmed Khalifa, M Charity, Debosmita Bhaumik, Julian Togelius
We investigate how to efficiently predict play personas based on playtraces.
no code implementations • 11 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.