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Related papers: Toward Game Level Generation from Gameplay Videos

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Game level editing is the process of constructing a full game level starting from 3D asset libraries, e.g. 3d models, textures, shaders, scripts. In level editing, designers define the look and behavior of the whole level by placing…

Graphics · Computer Science 2016-03-03 Christian Santoni , Gabriele Salvati , Valentina Tibaldo , Fabio Pellacini

Automatically generating training supervision for embodied tasks is crucial, as manual designing is tedious and not scalable. While prior works use large language models (LLMs) or vision-language models (VLMs) to generate rewards, these…

Computer Vision and Pattern Recognition · Computer Science 2025-03-14 Xiaowen Qiu , Yian Wang , Jiting Cai , Zhehuan Chen , Chunru Lin , Tsun-Hsuan Wang , Chuang Gan

The evaluation of procedural content generation (PCG) systems for generating video game levels is a complex and contested topic. Ideally, the field would have access to robust, generalisable and widely accepted evaluation approaches that…

Human-Computer Interaction · Computer Science 2024-04-30 Oliver Withington , Michael Cook , Laurissa Tokarchuk

This paper introduces the Procedural Content Generation Benchmark for evaluating generative algorithms on different game content creation tasks. The benchmark comes with 12 game-related problems with multiple variants on each problem.…

Artificial Intelligence · Computer Science 2025-03-31 Ahmed Khalifa , Roberto Gallotta , Matthew Barthet , Antonios Liapis , Julian Togelius , Georgios N. Yannakakis

Procedural content generation via machine learning (PCGML) has shown success at producing new video game content with machine learning. However, the majority of the work has focused on the production of static game content, including game…

Artificial Intelligence · Computer Science 2020-10-06 Nazanin Yousefzadeh Khameneh , Matthew Guzdial

Deep generative models can automatically create content of diverse types. However, there are no guarantees that such content will satisfy the criteria necessary to present it to end-users and be functional, e.g. the generated levels could…

Machine Learning · Computer Science 2022-06-02 Miguel González-Duque , Rasmus Berg Palm , Søren Hauberg , Sebastian Risi

As we develop more assistive and automated game design systems, the question of how these systems should be integrated into game development workflows, and how much adaptation may be required, becomes increasingly important. In this paper…

Software Engineering · Computer Science 2020-04-07 Michael Cook

Previous work explored blending levels from existing games to create levels for a new game that mixes properties of the original games. In this paper, we use Variational Autoencoders (VAEs) for improving upon such techniques. VAEs are…

Machine Learning · Computer Science 2020-02-28 Anurag Sarkar , Zhihan Yang , Seth Cooper

Games have always been a popular test bed for artificial intelligence techniques. Game developers are always in constant search for techniques that can automatically create computer games minimizing the developer's task. In this work we…

Neural and Evolutionary Computing · Computer Science 2014-06-03 Zahid Halim

We present a new concept called Game Mechanic Alignment theory as a way to organize game mechanics through the lens of systemic rewards and agential motivations. By disentangling player and systemic influences, mechanics may be better…

Artificial Intelligence · Computer Science 2021-08-12 Michael Cerny Green , Ahmed Khalifa , Philip Bontrager , Rodrigo Canaan , Julian Togelius

We present tile2tile, an approach for style transfer between levels of tile-based platformer games. Our method involves training models that translate levels from a lower-resolution sketch representation based on tile affordances to the…

Machine Learning · Computer Science 2022-08-17 Anurag Sarkar , Seth Cooper

Game maps are useful for human players, general-game-playing agents, and data-driven procedural content generation. These maps are generally made by hand-assembling manually-created screenshots of game levels. Besides being tedious and…

Artificial Intelligence · Computer Science 2017-07-14 Joseph C. Osborn , Adam Summerville , Michael Mateas

Variational autoencoders (VAEs) have been shown to be able to generate game levels but require manual exploration of the learned latent space to generate outputs with desired attributes. While conditional VAEs address this by allowing…

Machine Learning · Computer Science 2020-09-22 Zhihan Yang , Anurag Sarkar , Seth Cooper

The human ability to learn rules and solve problems has been a central concern of cognitive science research since the field's earliest days. But we do not just follow rules and solve problems given to us by others: we modify those rules,…

Game consists of multiple types of content, while the harmony of different content types play an essential role in game design. However, most works on procedural content generation consider only one type of content at a time. In this paper,…

Artificial Intelligence · Computer Science 2022-07-13 Ziqi Wang , Jialin Liu

This paper presents an architecture for generating music for video games based on the Transformer deep learning model. Our motivation is to be able to customize the generation according to the taste of the player, who can select a corpus of…

We introduce the problem of generating Let's Play-style commentary of gameplay video via machine learning. We propose an analysis of Let's Play commentary and a framework for building such a system. To test this framework we build an…

Artificial Intelligence · Computer Science 2018-09-26 Matthew Guzdial , Shukan Shah , Mark Riedl

We attempt to automate various artistic processes by inventing a set of drawing games, analogous to the approach taken by emergent language research in inventing communication games. A critical difference is that drawing games demand much…

Artificial Intelligence · Computer Science 2020-12-11 Chrisantha Fernando , Daria Zenkova , Stanislav Nikolov , Simon Osindero

This paper describes a method for generative player modeling and its application to the automatic testing of game content using archetypal player models called procedural personas. Theoretically grounded in psychological decision theory,…

Artificial Intelligence · Computer Science 2018-02-21 Christoffer Holmgård , Michael Cerny Green , Antonios Liapis , Julian Togelius

Deep reinforcement learning (RL) has shown impressive results in a variety of domains, learning directly from high-dimensional sensory streams. However, when neural networks are trained in a fixed environment, such as a single level in a…

Machine Learning · Computer Science 2018-11-30 Niels Justesen , Ruben Rodriguez Torrado , Philip Bontrager , Ahmed Khalifa , Julian Togelius , Sebastian Risi
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