Interactive Latent Variable Evolution for the Generation of Minecraft Structures

Timothy Merino, M. Charity, Julian Togelius

    Research output: Chapter in Book/Report/Conference proceedingConference contribution

    Abstract

    The open-world sandbox game Minecraft is well-known for applying a wide array of procedural content generation techniques to create unique and expansive game environments. However, procedurally generated buildings are absent in the Minecraft world, thus players must build their own structures to flesh out their worlds. This build process can be extremely time-consuming and appeals to more creatively-inclined players. To aid players in this process, we introduce a tool combining interactive evolution with latent variable evolution to evolve procedurally generated Minecraft structures to a player's aesthetic choices. We employ two separate neural network models to generate structures: a 3D generative model for generating the structure design and an encoding model for applying Minecraft textures to the structure's voxels. We evaluate this tool with a user study incorporating an online interface that allows participants to select, evolve, and guide a population of these generated 3D structures towards a specific design goal.

    Original languageEnglish (US)
    Title of host publicationProceedings of the 18th International Conference on the Foundations of Digital Games, FDG 2023
    EditorsPhil Lopes, Filipe Luz, Antonios Liapis, Henrik Engstrom
    PublisherAssociation for Computing Machinery
    ISBN (Electronic)9781450398565
    DOIs
    StatePublished - Apr 12 2023
    Event18th International Conference on the Foundations of Digital Games, FDG 2023 - Lisbon, Portugal
    Duration: Apr 11 2023Apr 14 2023

    Publication series

    NameACM International Conference Proceeding Series

    Conference

    Conference18th International Conference on the Foundations of Digital Games, FDG 2023
    Country/TerritoryPortugal
    CityLisbon
    Period4/11/234/14/23

    ASJC Scopus subject areas

    • Human-Computer Interaction
    • Computer Networks and Communications
    • Computer Vision and Pattern Recognition
    • Software

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