| CPC A63F 13/63 (2014.09) [G06F 30/12 (2020.01); G06F 30/13 (2020.01); G06N 3/049 (2013.01)] | 20 Claims |

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1. A computer-implemented generative interior design method to customize an interior region of a video game building in accordance with a user's preferences while playing the video game, comprising:
obtaining, based on user input directed to a computing device of a user, input data comprising:
(i) boundary data defining a boundary of the interior region of the video game building, and
(ii) constraint data defining one or more constraints for the interior region, wherein the constraint data comprises a budget that defines a maximum of in-game currency for the user to spend on objects to be placed in the interior region;
generating a floor plan for the interior region of the video game building, wherein the floor plan divides the interior region into a plurality of interior spaces, comprising processing the input data using a floor plan generator model;
generating, by a layout generator model comprising one or more graph neural networks, a layout for at least one of the plurality of interior spaces defined by the floor plan, the layout representing a configuration of one or more objects to be placed in the interior region;
wherein generating the layout comprises:
initializing an instance of a graph to be operated on by a graph neural network of the one or more graph neural networks;
for each iteration of a plurality of iterations:
adding a node to the graph, wherein each node of the graph represents an object to be placed in the interior region; and wherein adding a node to the graph comprises processing a current representation of the graph using the graph neural network comprising:
generating a probability distribution over node types;
selecting a node type based upon the generated probability distribution over node types; and
generating the node for adding to the graph based upon the selected node type; and
generating, by the graph neural network, edges between nodes of the graph, wherein an edge between two nodes specifies relational information between the objects corresponding to the nodes; and
causing the interior region to be visually rendered for presentation to the user via a display of the computing device during gameplay of the video game and in response to additional user input.
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