Online Game Level Generation from MusicZiqi Wang, Jialin Liu
Game consists of multiple types of content, while the harmony of different content types play an essential role in game design. However, most works on procedural content generation consider only one type of content at a time. In this paper, we propose and formulate online level generation from music, in a way of matching a level feature to a music feature in real-time, while adapting to players' play speed. A generic framework named online player-adaptive procedural content generation via reinforcement learning, OPARL for short, is built upon the experience-driven reinforcement learning and controllable reinforcement learning, to enable online level generation from music. Furthermore, a novel control policy based on local search and k-nearest neighbours is proposed and integrated into OPARL to control the level generator considering the play data collected online. Results of simulation-based experiments show that our implementation of OPARL is competent to generate playable levels with difficulty degree matched to the ``energy'' dynamic of music for different artificial players in an online fashion.
GDTM: An Indoor Geospatial Tracking Dataset with Distributed Multimodal SensorsHo Lyun Jeong, Ziqi Wang, Colin Samplawski et al.
Constantly locating moving objects, i.e., geospatial tracking, is essential for autonomous building infrastructure. Accurate and robust geospatial tracking often leverages multimodal sensor fusion algorithms, which require large datasets with time-aligned, synchronized data from various sensor types. However, such datasets are not readily available. Hence, we propose GDTM, a nine-hour dataset for multimodal object tracking with distributed multimodal sensors and reconfigurable sensor node placements. Our dataset enables the exploration of several research problems, such as optimizing architectures for processing multimodal data, and investigating models' robustness to adverse sensing conditions and sensor placement variances. A GitHub repository containing the code, sample data, and checkpoints of this work is available at https://github.com/nesl/GDTM.
9.6AIApr 15, 2024
Measuring Diversity of Game ScenariosYuchen Li, Ziqi Wang, Qingquan Zhang et al.
This survey comprehensively reviews the multi-dimensionality of game scenario diversity, spotlighting the innovative use of procedural content generation and other fields as cornerstones for enriching player experiences through diverse game scenarios. By traversing a wide array of disciplines, from affective modeling and multi-agent systems to psychological studies, our research underscores the importance of diverse game scenarios in gameplay and education. Through a taxonomy of diversity metrics and evaluation methods, we aim to bridge the current gaps in literature and practice, offering insights into effective strategies for measuring and integrating diversity in game scenarios. Our analysis highlights the necessity for a unified taxonomy to aid developers and researchers in crafting more engaging and varied game worlds. This survey not only charts a path for future research in diverse game scenarios but also serves as a handbook for industry practitioners seeking to leverage diversity as a key component of game design and development.
SensorBench: Benchmarking LLMs in Coding-Based Sensor ProcessingPengrui Quan, Xiaomin Ouyang, Jeya Vikranth Jeyakumar et al.
Effective processing, interpretation, and management of sensor data have emerged as a critical component of cyber-physical systems. Traditionally, processing sensor data requires profound theoretical knowledge and proficiency in signal-processing tools. However, recent works show that Large Language Models (LLMs) have promising capabilities in processing sensory data, suggesting their potential as copilots for developing sensing systems. To explore this potential, we construct a comprehensive benchmark, SensorBench, to establish a quantifiable objective. The benchmark incorporates diverse real-world sensor datasets for various tasks. The results show that while LLMs exhibit considerable proficiency in simpler tasks, they face inherent challenges in processing compositional tasks with parameter selections compared to engineering experts. Additionally, we investigate four prompting strategies for sensor processing and show that self-verification can outperform all other baselines in 48% of tasks. Our study provides a comprehensive benchmark and prompting analysis for future developments, paving the way toward an LLM-based sensor processing copilot.
7.1LGSep 29, 2025
Expanding Horizons of Level Diversity via Multi-objective Evolutionary LearningQingquan Zhang, Ziqi Wang, Yuchen Li et al.
In recent years, the generation of diverse game levels has gained increasing interest, contributing to a richer and more engaging gaming experience. A number of level diversity metrics have been proposed in literature, which are naturally multi-dimensional, leading to conflicted, complementary, or both relationships among these dimensions. However, existing level generation approaches often fail to comprehensively assess diversity across those dimensions. This paper aims to expand horizons of level diversity by considering multi-dimensional diversity when training generative models. We formulate the model training as a multi-objective learning problem, where each diversity metric is treated as a distinct objective. Furthermore, a multi-objective evolutionary learning framework that optimises multiple diversity metrics simultaneously throughout the model training process is proposed. Our case study on the commonly used benchmark Super Mario Bros. demonstrates that our proposed framework can enhance multi-dimensional diversity and identify a Pareto front of generative models, which provides a range of tradeoffs among playability and two representative diversity metrics, including a content-based one and a player-centered one. Such capability enables decision-makers to make informed choices when selecting generators accommodating a variety of scenarios and the diverse needs of players and designers.