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General Video Game Playing (GVGP) aims at designing an agent that is capable of playing multiple video games with no human intervention. In 2014, The General Video Game AI (GVGAI) competition framework was created and released with the…

Artificial Intelligence · Computer Science 2019-02-25 Diego Perez-Liebana , Jialin Liu , Ahmed Khalifa , Raluca D. Gaina , Julian Togelius , Simon M. Lucas

Procedurally generated levels created by machine learning models can be unsolvable without further editing. Various methods have been developed to automatically repair these levels by enforcing hard constraints during the post-processing…

Artificial Intelligence · Computer Science 2024-11-05 Mahsa Bazzaz , Seth Cooper

Educational games can foster critical thinking, problem-solving, and motivation, yet instructors often find it difficult to design games that reliably achieve specific learning outcomes. Existing authoring environments reduce the need for…

Human-Computer Interaction · Computer Science 2026-03-05 Daijin Yang , Erica Kleinman , Casper Harteveld

In recent years, Procedural Level Generation via Machine Learning (PLGML) techniques have been applied to generate game levels with machine learning. These approaches rely on human-annotated representations of game levels. Creating…

Machine Learning · Computer Science 2021-10-08 Mrunal Jadhav , Matthew Guzdial

Design assistants are frameworks, tools or applications intended to facilitate both the creative and technical facets of design processes. Large language models (LLMs) are AI systems engineered to analyze and produce text resembling human…

Human-Computer Interaction · Computer Science 2025-02-12 Swaroop Panda

Machine learning has been a popular tool in many different fields, including procedural content generation. However, procedural content generation via machine learning (PCGML) approaches can struggle with controllability and coherence. In…

Machine Learning · Computer Science 2021-07-28 Kynan Sorochan , Jerry Chen , Yakun Yu , Matthew Guzdial

Solving different types of optimization models (including parameters fitting) for support vector machines on large-scale training data is often an expensive computational task. This paper proposes a multilevel algorithmic framework that…

Machine Learning · Statistics 2014-10-14 Talayeh Razzaghi , Ilya Safro

This paper introduces A2C, a multi-stage collaborative decision framework designed to enable robust decision-making within human-AI teams. Drawing inspiration from concepts such as rejection learning and learning to defer, A2C incorporates…

Human-Computer Interaction · Computer Science 2024-01-29 Shahroz Tariq , Mohan Baruwal Chhetri , Surya Nepal , Cecile Paris

Game designers use human playtesting to gather feedback about game design elements when iteratively improving a game. Playtesting, however, is expensive: human testers must be recruited, playtest results must be aggregated and interpreted,…

Artificial Intelligence · Computer Science 2019-08-06 Alexander Zook , Eric Fruchter , Mark O. Riedl

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

Multilevel modeling and simulation (M&S) is becoming increasingly relevant due to the benefits that this methodology offers. Multilevel models allow users to describe a system at multiple levels of detail. From one side, this can make…

Software Engineering · Computer Science 2024-03-26 Luca Serena , Moreno Marzolla , Gabriele D'Angelo , Stefano Ferretti

This paper describes a new version of the mixed-initiative collaborative level designing system: Baba is Y'all, as well as the results of a user study on the system. Baba is Y'all is a prototype for AI-assisted game design in collaboration…

Human-Computer Interaction · Computer Science 2022-10-11 M Charity , Isha Dave , Ahmed Khalifa , Julian Togelius

In fighting games, individual players of the same skill level often exhibit distinct strategies from one another through their gameplay. Despite this, the majority of AI agents for fighting games have only a single strategy for each "level"…

Machine Learning · Computer Science 2022-11-08 Emily Halina , Matthew Guzdial

As the complexity and scope of games increase, game testing, also called playtesting, becomes an essential activity to ensure the quality of video games. Yet, the manual, ad-hoc nature of game testing leaves space for automation. In this…

Software Engineering · Computer Science 2023-04-19 Cristiano Politowski , Fabio Petrillo , Ghizlane ElBoussaidi , Gabriel C. Ullmann , Yann-Gaël Guéhéneuc

Many games feature a progression of levels that doesn't adapt to the player. This can be problematic because some players may get stuck if the progression is too difficult, while others may find it boring if the progression is too slow to…

Artificial Intelligence · Computer Science 2023-04-28 Colan F. Biemer , Seth Cooper

When generating technical instructions, it is often convenient to describe complex objects in the world at different levels of abstraction. A novice user might need an object explained piece by piece, while for an expert, talking about the…

Computation and Language · Computer Science 2020-10-09 Arne Köhn , Julia Wichlacz , Álvaro Torralba , Daniel Höller , Jörg Hoffmann , Alexander Koller

This paper presents a methodology and software tools for parametric design of complex architectural objects, called digital or algorithmic forms. In order to provide a flexible tool, the proposed design philosophy involves two open source…

Computational Engineering, Finance, and Science · Computer Science 2015-03-20 Ladislav Svoboda , Jan Novák , Lukáš Kurilla , Jan Zeman

Despite the remarkable code generation abilities of large language models LLMs, they still face challenges in complex task handling. Robot development, a highly intricate field, inherently demands human involvement in task allocation and…

Robotics · Computer Science 2024-02-19 Zhirong Luan , Yujun Lai , Rundong Huang , Xiaruiqi Lan , Liangjun Chen , Badong Chen

Recent advancements in procedural content generation via machine learning enable the generation of video-game levels that are aesthetically similar to human-authored examples. However, the generated levels are often unplayable without…

Artificial Intelligence · Computer Science 2020-10-15 Hejia Zhang , Matthew C. Fontaine , Amy K. Hoover , Julian Togelius , Bistra Dilkina , Stefanos Nikolaidis

Most games have, or can be generalised to have, a number of parameters that may be varied in order to provide instances of games that lead to very different player experiences. The space of possible parameter settings can be seen as a…

Artificial Intelligence · Computer Science 2017-03-21 Jialin Liu , Julian Togelius , Diego Perez-Liebana , Simon M. Lucas