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Nidhushan Kanagaraja

dblp:385/8669 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2025
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 1 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
1 paper
Generative modeling · 100%
Human-computer interaction and pervasive computing
1 paper
Games and playful interaction · 100%
Software engineering, system software, and programming languages
1 paper
Program synthesis and code generation · 100%

Topics — the 3 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Generative modeling
diffusion model
0.912025
Moonshine: Distilling Game Content Generators into Steerable Generative Models · AAAI 2025
Machine learning › Generative modeling › cross-modal generation
text-conditioned generation
0.912025
Moonshine: Distilling Game Content Generators into Steerable Generative Models · AAAI 2025
Games and playful interaction › game AI
procedural content generation
0.912025
Moonshine: Distilling Game Content Generators into Steerable Generative Models · AAAI 2025

Methods — techniques the papers use, named apart from their topics

large language model labeling · 2.6knowledge distillation · 2.6diffusion model · 2.6
YearPublicationVenuePosition
2025 Moonshine: Distilling Game Content Generators into Steerable Generative Models
abstract
Procedural Content Generation via Machine Learning (PCGML) has enhanced game content creation, yet challenges in controllability and limited training data persist. This study addresses these issues by distilling a constructive PCG algorithm into a controllable PCGML model. We first generate a large amount of content with a constructive algorithm and label it using a Large Language Model (LLM). We use these synthetic labels to condition two PCGML models for content-specific generation, a diffusion model and the five-dollar model. This neural network distillation process ensures that the generation aligns with the original algorithm while introducing controllability through plain text. We define this text-conditioned PCGML as a Text-to-game-Map (T2M) task, offering an alternative to prevalent text-to-image multi-modal tasks. We compare our distilled models with the baseline constructive algorithm. Our analysis of the variety, accuracy, and quality of our generation demonstrates the efficacy of distilling constructive methods into controllable text-conditioned PCGML models.
Yuhe Nie, Michael Middleton, Timothy Merino, Nidhushan Kanagaraja, Zhan Zhuang, Julian Togelius
AAAI4