Boss Fights as Spatio-Temporal Level Generation
Time-expanded boss-fight synthesis with route corridors, avatar-physics validation, survival traces, and boss-pressure diagnostics.
Time-expanded boss-fight synthesis with route corridors, avatar-physics validation, survival traces, and boss-pressure diagnostics.
Scene-modular LLM-driven anomaly generation with executable structured operations, difficulty control, and local reproducible evaluation.
A browser-based roguelike auto-battler and evaluation framework for intent-aware procedural skill generation with local LLMs.
A designer-centric quality-diversity framework for generating valid, diverse, and controllable stealth-game guard patrols.
A general HDPCG framework that augments geometry with gameplay dimensions (layer/time) for controllable generation and high-dimensional validation.
LLM-assisted database framework for scalable 3D level generation.
Evolutionary and constraint-driven methods for automated stealth mission action window planning.
LLM-to-GLDL parsing with facility layout optimization for coherent 3D level generation.