English
Related papers

Related papers: The VGLC: The Video Game Level Corpus

200 papers

Procedural content generation via machine learning (PCGML) has demonstrated its usefulness as a content and game creation approach, and has been shown to be able to support human creativity. An important facet of creativity is combinational…

Machine Learning · Computer Science 2020-06-18 Sam Snodgrass , Anurag Sarkar

The computational cost of video game graphics is increasing and hardware for processing graphics is struggling to keep up. This means that computer scientists need to develop creative new ways to improve the performance of graphical…

Neural and Evolutionary Computing · Computer Science 2020-12-18 Alexander Watson

Procedurally generated video game content has the potential to drastically reduce the content creation budget of game developers and large studios. However, adoption is hindered by limitations such as slow generation, as well as low quality…

Neural and Evolutionary Computing · Computer Science 2022-04-15 Michael Beukman , Christopher W Cleghorn , Steven James

The design of video game levels is a complex and critical task. Levels need to elicit fun and challenge while avoiding frustration at all costs. In this paper, we present a framework to assist designers in the creation of levels for 2D…

Artificial Intelligence · Computer Science 2018-04-25 Antonio Umberto Aramini , Pier Luca Lanzi , Daniele Loiacono

Video game genre classification based on its cover and textual description would be utterly beneficial to many modern identification, collocation, and retrieval systems. At the same time, it is also an extremely challenging task due to the…

Computer Vision and Pattern Recognition · Computer Science 2020-11-25 Yuhang Jiang , Lukun Zheng

Balancing games, especially those with asymmetric multiplayer content, requires significant manual effort and extensive human playtesting during development. For this reason, this work focuses on generating balanced levels tailored to…

Machine Learning · Computer Science 2025-04-01 Florian Rupp , Kai Eckert

The game industry is moving into an era where old-style game engines are being replaced by re-engineered systems with embedded machine learning technologies for the operation, analysis and understanding of game play. In this paper, we…

Computers and Society · Computer Science 2021-01-05 Yilei Zeng , Aayush Shah , Jameson Thai , Michael Zyda

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

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

Methods for dynamic difficulty adjustment allow games to be tailored to particular players to maximize their engagement. However, current methods often only modify a limited set of game features such as the difficulty of the opponents, or…

Artificial Intelligence · Computer Science 2020-06-29 Miguel González-Duque , Rasmus Berg Palm , David Ha , Sebastian Risi

In order to facilitate analyzing video games as learning systems and instructional designs as games, we present a theoretical framework that integrates ideas from a broad range of literature. The framework describes games in terms of four…

Physics Education · Physics 2014-01-28 Ian D. Beatty

An increasingly common area of study in procedural content generation is the creation of level segments: short pieces that can be used to form larger levels. Previous work has used basic concatenation to form these larger levels. However,…

Artificial Intelligence · Computer Science 2022-08-23 Colan Biemer , Seth Cooper

We present initial research towards procedural generation of Simplified Boardgames and translating them into an efficient GDL code. This is a step towards establishing Simplified Boardgames as a comparison class for General Game Playing…

Artificial Intelligence · Computer Science 2015-08-04 Jakub Kowalski , Marek Szykuła

In level co-creation an AI and human work together to create a video game level. One open challenge in level co-creation is how to empower human users to ensure particular qualities of the final level, such as challenge. There has been…

Artificial Intelligence · Computer Science 2019-11-22 Andrew Hoyt , Matthew Guzdial , Yalini Kumar , Gillian Smith , Mark O. Riedl

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

Existing methods of level generation using latent variable models such as VAEs and GANs do so in segments and produce the final level by stitching these separately generated segments together. In this paper, we build on these methods by…

Machine Learning · Computer Science 2020-07-20 Anurag Sarkar , Seth Cooper

With video games now generating the highest revenues in the entertainment industry, optimizing game development workflows has become essential for the sector's sustained growth. Recent advancements in Vision-Language Models (VLMs) offer…

Computer Vision and Pattern Recognition · Computer Science 2025-12-22 Mohammad Reza Taesiri , Abhijay Ghildyal , Saman Zadtootaghaj , Nabajeet Barman , Cor-Paul Bezemer

Recent years, there has been growing interests in experience-driven procedural level generation. Various metrics have been formulated to model player experience and help generate personalised levels. In this work, we question whether…

Artificial Intelligence · Computer Science 2022-07-06 Keyuan Zhang , Jiayu Bai , Jialin Liu

Procedural content generation (PCG) can be applied to a wide variety of tasks in games, from narratives, levels and sounds, to trees and weapons. A large amount of game content is comprised of graphical assets, such as clouds, buildings or…

Graphics · Computer Science 2025-06-30 Kaisei Fukaya , Damon Daylamani-Zad , Harry Agius

Playing video games requires perception, memory, and planning, exactly the faculties modern large language model (LLM) agents are expected to master. We study the major challenges in using popular video games to evaluate modern LLMs and…

Artificial Intelligence · Computer Science 2025-06-04 Lanxiang Hu , Mingjia Huo , Yuxuan Zhang , Haoyang Yu , Eric P. Xing , Ion Stoica , Tajana Rosing , Haojian Jin , Hao Zhang