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Action-Adventure games have several challenges to overcome, where the most common are enemies. The enemies' goal is to hinder the players' progression by taking life points, and the way they hinder this progress is distinct for different…

Artificial Intelligence · Computer Science 2022-05-09 Breno M. F. Viana , Leonardo T. Pereira , Claudio F. M. Toledo

Search-based procedural content generation methods have recently been introduced for the autonomous creation of bullet hell games. Search-based methods, however, can hardly model patterns of danmakus -- the bullet hell shooting entity --…

Machine Learning · Computer Science 2021-07-08 Ziqi Wang , Jialin Liu , Georgios N. Yannakakis

Creatures in the real world constantly encounter new and diverse challenges they have never seen before. They will often need to adapt to some of these tasks and solve them in order to survive. This almost endless world of novel challenges…

Neural and Evolutionary Computing · Computer Science 2023-05-03 Emma Stensby Norstein , Kai Olav Ellefsen , Kyrre Glette

This paper introduces a new system to design constructive level generators by searching the space of constructive level generators defined by Marahel language. We use NSGA-II, a multi-objective optimization algorithm, to search for…

Neural and Evolutionary Computing · Computer Science 2020-07-23 Ahmed Khalifa , Julian Togelius

Expressive range analysis is a visualization-based technique used to evaluate the performance of generative models, particularly in game level generation. It typically employs two quantifiable metrics to position generated artifacts on a 2D…

Machine Learning · Computer Science 2025-04-09 Mahsa Bazzaz , Seth Cooper

The procedural generation of levels and content in video games is a challenging AI problem. Often such generation relies on an intelligent way of evaluating the content being generated so that constraints are satisfied and/or objectives…

Artificial Intelligence · Computer Science 2019-04-22 Ahmed Khalifa , Michael Cerny Green , Gabriella Barros , Julian Togelius

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

We propose the Interactive Constrained MAP-Elites, a quality-diversity solution for game content generation, implemented as a new feature of the Evolutionary Dungeon Designer: a mixed-initiative co-creativity tool for designing dungeons.…

Artificial Intelligence · Computer Science 2021-02-10 Alberto Alvarez , Steve Dahlskog , Jose Font , Julian Togelius

We propose the use of quality-diversity algorithms for mixed-initiative game content generation. This idea is implemented as a new feature of the Evolutionary Dungeon Designer, a system for mixed-initiative design of the type of levels you…

Artificial Intelligence · Computer Science 2020-03-06 Alberto Alvarez , Steve Dahlskog , Jose Font , Julian Togelius

Constrained optimization problems are often characterized by multiple constraints that, in the practice, must be satisfied with different tolerance levels. While some constraints are hard and as such must be satisfied with zero-tolerance,…

Neural and Evolutionary Computing · Computer Science 2020-12-21 Stefano Fioravanzo , Giovanni Iacca

Search-based procedural content generation uses stochastic global optimization algorithms to search for game content. However, standard tree search algorithms can be competitive with evolution on some optimization problems. We investigate…

Artificial Intelligence · Computer Science 2020-08-14 Debosmita Bhaumik , Ahmed Khalifa , Michael Cerny Green , Julian Togelius

Search-based procedural content generation (PCG) is a well-known method for level generation in games. Its key advantage is that it is generic and able to satisfy functional constraints. However, due to the heavy computational costs to run…

Artificial Intelligence · Computer Science 2022-08-26 Ahmed Khalifa , Michael Cerny Green , Julian Togelius

In this paper, we present a method for automated persona-driven video game tutorial level generation. Tutorial levels are scenarios in which the player can explore and discover different rules and game mechanics. Procedural personas can…

Artificial Intelligence · Computer Science 2022-04-12 Michael Cerny Green , Ahmed Khalifa , M Charity , Julian Togelius

Providing pretrained language models with simple task descriptions in natural language enables them to solve some tasks in a fully unsupervised fashion. Moreover, when combined with regular learning from examples, this idea yields…

Computation and Language · Computer Science 2021-10-05 Timo Schick , Hinrich Schütze

Procedural Content Generation via Reinforcement Learning (PCGRL) offers a method for training controllable level designer agents without the need for human datasets, using metrics that serve as proxies for level quality as rewards. Existing…

Artificial Intelligence · Computer Science 2025-10-07 Sam Earle , Zehua Jiang , Eugene Vinitsky , Julian Togelius

Large language models (LLMs) are increasingly deployed as economic agents in marketplaces, auctions, and bidding settings. Anticipating their behavior in any specific deployment is hard. Existing strategic-reasoning benchmarks evaluate…

Artificial Intelligence · Computer Science 2026-05-25 Vartan Shadarevian , Kia Ghods , Alex Kenich , Anany Kotawala

The rapid pace of recent research in AI has been driven in part by the presence of fast and challenging simulation environments. These environments often take the form of games; with tasks ranging from simple board games, to competitive…

Designing agents that are able to achieve different play-styles while maintaining a competitive level of play is a difficult task, especially for games for which the research community has not found super-human performance yet, like…

Artificial Intelligence · Computer Science 2021-06-29 Diego Perez-Liebana , Cristina Guerrero-Romero , Alexander Dockhorn , Linjie Xu , Jorge Hurtado , Dominik Jeurissen

Tabu Search (TS) metaheuristic improves simple local search algorithms (e.g. steepest ascend hill-climbing) by enabling the algorithm to escape local optima points. It has shown to be useful for addressing several combinatorial optimization…

Artificial Intelligence · Computer Science 2020-06-05 Alexandr Grichshenko , Luiz Jonata Pires de Araujo , Susanna Gimaeva , Joseph Alexander Brown

This paper describes a new evolutionary algorithm that is especially well suited to AI-Assisted Game Design. The approach adopted in this paper is to use observations of AI agents playing the game to estimate the game's quality. Some of…

Artificial Intelligence · Computer Science 2017-05-03 Kamolwan Kunanusont , Raluca D. Gaina , Jialin Liu , Diego Perez-Liebana , Simon M. Lucas
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