Bootstrapping conditional GANs for video game level generation
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Tree Search versus Optimization Approaches for Map Generation
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Word Autobots: Using Transformers for Word Association in the Game Codenames
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Rotation, Translation, and Cropping for Zero-Shot Generalization
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Mario Level Generation From Mechanics Using Scene Stitching
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Mech-Elites: Illuminating the Mechanic Space of GVGAI
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Fully Differentiable Procedural Content Generation through Generative Playing Networks
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Interactive Constrained MAP-Elites Analysis and Evaluation of the Expressiveness of the Feature Dimensions
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Adversarial Encoder-Multi-Task-Decoder for Multi-Stage Processes
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Unified Multi-Domain Learning and Data Imputation using Adversarial Autoencoder
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