arXiv:2608. 04037v1 Announce Type: cross Abstract: Designing narrative-grounded interactive experiences remains labor-intensive because interactive content must align with the underlying world implied by the narrative.
By Yi-Chun Chen
arXiv:2407. 09013v2 Announce Type: replace Abstract: The attempt to utilize machine learning in PCG has been made in the past.
By Xinyu Mao, Wanli Yu, Kazunori D Yamada, Michael R. Zielewski
arXiv:2607. 11594v1 Announce Type: new Abstract: Multi-scene navigation (clearing an objective in one bounded space and then crossing a portal into the next) is a defining feature of contemporary 3D games, but authoring it is laborious: every portal must have consistent endpoints on both sides, each interior must remain navigable once it is furnished, and the resulting connectivity must be kept consistent across many files.
By Tsz Hei Fan, Choi Wing Fung, Yuxuan Wan, Shuqing Li, Michael R. Lyu
arXiv:2607. 21195v1 Announce Type: cross Abstract: Chess is a two player strategic game that is embedded in classical AI culture as it was once the frontier for intelligent behaviour.
By Nicos Angelopoulos (University College,Imperial College, London UK), Jan Wielemaker (SWI-Prolog solutions)
arXiv:2607. 02082v1 Announce Type: cross Abstract: Wave Function Collapse (WFC) is a widely used procedural content generation method that learns local adjacency constraints from example inputs to generate larger outputs.
By Dipika Rajesh, Ahmed Khalifa, Julian Togelius
arXiv:2608. 05248v1 Announce Type: new Abstract: Generating large-scale, freely explorable 3D worlds from open-ended text remains challenging because a system must jointly maintain global spatial coherence, rich local content, and explicit assets suitable for downstream editing and reuse.
By Chunchao Guo, Jinpeng Li, Yang Li, Zilong Huang