DreamCraft: Text-Guided Generation of Functional 3D Environments in Minecraft

Fuente: arXiv
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Hauptverfasser: Earle, Sam, Kokkinos, Filippos, Nie, Yuhe, Togelius, Julian, Raileanu, Roberta
Format: Preprint
Veröffentlicht: 2024
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author Earle, Sam
Kokkinos, Filippos
Nie, Yuhe
Togelius, Julian
Raileanu, Roberta
author_facet Earle, Sam
Kokkinos, Filippos
Nie, Yuhe
Togelius, Julian
Raileanu, Roberta
contents Procedural Content Generation (PCG) algorithms enable the automatic generation of complex and diverse artifacts. However, they don't provide high-level control over the generated content and typically require domain expertise. In contrast, text-to-3D methods allow users to specify desired characteristics in natural language, offering a high amount of flexibility and expressivity. But unlike PCG, such approaches cannot guarantee functionality, which is crucial for certain applications like game design. In this paper, we present a method for generating functional 3D artifacts from free-form text prompts in the open-world game Minecraft. Our method, DreamCraft, trains quantized Neural Radiance Fields (NeRFs) to represent artifacts that, when viewed in-game, match given text descriptions. We find that DreamCraft produces more aligned in-game artifacts than a baseline that post-processes the output of an unconstrained NeRF. Thanks to the quantized representation of the environment, functional constraints can be integrated using specialized loss terms. We show how this can be leveraged to generate 3D structures that match a target distribution or obey certain adjacency rules over the block types. DreamCraft inherits a high degree of expressivity and controllability from the NeRF, while still being able to incorporate functional constraints through domain-specific objectives.
format Preprint
id arxiv_https___arxiv_org_abs_2404_15538
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle DreamCraft: Text-Guided Generation of Functional 3D Environments in Minecraft
Earle, Sam
Kokkinos, Filippos
Nie, Yuhe
Togelius, Julian
Raileanu, Roberta
Graphics
Artificial Intelligence
Computation and Language
Machine Learning
Procedural Content Generation (PCG) algorithms enable the automatic generation of complex and diverse artifacts. However, they don't provide high-level control over the generated content and typically require domain expertise. In contrast, text-to-3D methods allow users to specify desired characteristics in natural language, offering a high amount of flexibility and expressivity. But unlike PCG, such approaches cannot guarantee functionality, which is crucial for certain applications like game design. In this paper, we present a method for generating functional 3D artifacts from free-form text prompts in the open-world game Minecraft. Our method, DreamCraft, trains quantized Neural Radiance Fields (NeRFs) to represent artifacts that, when viewed in-game, match given text descriptions. We find that DreamCraft produces more aligned in-game artifacts than a baseline that post-processes the output of an unconstrained NeRF. Thanks to the quantized representation of the environment, functional constraints can be integrated using specialized loss terms. We show how this can be leveraged to generate 3D structures that match a target distribution or obey certain adjacency rules over the block types. DreamCraft inherits a high degree of expressivity and controllability from the NeRF, while still being able to incorporate functional constraints through domain-specific objectives.
title DreamCraft: Text-Guided Generation of Functional 3D Environments in Minecraft
topic Graphics
Artificial Intelligence
Computation and Language
Machine Learning
url https://arxiv.org/abs/2404.15538