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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