Abstract:World-building, the process of developing both the narrative and physical world of a game, plays a vital role in the game's experience. Critically acclaimed independent and AAA video games are praised for strong world building, with game maps that masterfully intertwine with and elevate the narrative, captivating players and leaving a lasting impression. However, designing game maps that support a desired narrative is challenging, as it requires satisfying complex constraints from various considerations. Most existing map generation methods focus on considerations about gameplay mechanics or map topography, while the need to support the story is typically neglected. As a result, extensive manual adjustment is still required to design a game world that facilitates particular stories. In this work, we approach this problem by introducing an extra layer of plot facility layout design that is independent of the underlying map generation method in a world-building pipeline. Concretely, we present a system that leverages Reinforcement Learning (RL) to automatically assign concrete locations on a game map to abstract locations mentioned in a given story (plot facilities), following spatial constraints derived from the story. A decision-making agent moves the plot facilities around, considering their relationship to the map and each other, to locations on the map that best satisfy the constraints of the story. Our system considers input from multiple modalities: map images as pixels, facility locations as real values, and story constraints expressed in natural language. We develop a method of generating datasets of facility layout tasks, create an RL environment to train and evaluate RL models, and further analyze the behaviors of the agents through a group of comprehensive experiments and ablation studies, aiming to provide insights for RL-based plot facility layout design.
Abstract:Significant progress has recently been made in creative applications of large pre-trained models for downstream tasks in 3D vision, such as text-to-shape generation. This motivates our investigation of how these pre-trained models can be used effectively to generate 3D shapes from sketches, which has largely remained an open challenge due to the limited sketch-shape paired datasets and the varying level of abstraction in the sketches. We discover that conditioning a 3D generative model on the features (obtained from a frozen large pre-trained vision model) of synthetic renderings during training enables us to effectively generate 3D shapes from sketches at inference time. This suggests that the large pre-trained vision model features carry semantic signals that are resilient to domain shifts, i.e., allowing us to use only RGB renderings, but generalizing to sketches at inference time. We conduct a comprehensive set of experiments investigating different design factors and demonstrate the effectiveness of our straightforward approach for generation of multiple 3D shapes per each input sketch regardless of their level of abstraction without requiring any paired datasets during training.