Related papers: Generating Levels That Teach Mechanics
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…
We introduce a procedural content generation (PCG) framework at the intersections of experience-driven PCG and PCG via reinforcement learning, named ED(PCG)RL, EDRL in short. EDRL is able to teach RL designers to generate endless playable…
Large Language Models (LLMs) are powerful tools, capable of leveraging their training on natural language to write stories, generate code, and answer questions. But can they generate functional video game levels? Game levels, with their…
Balancing game difficulty in video games is a key task to create interesting gaming experiences for players. Mismatching the game difficulty and a player's skill or commitment results in frustration or boredom on the player's side, and…
Automated game design is the problem of automatically producing games through computational processes. Traditionally, these methods have relied on the authoring of search spaces by a designer, defining the space of all possible games for…
The advent of large pre-trained generative language models has provided a common framework for AI story generation via sampling the model to create sequences that continue the story. However, sampling alone is insufficient for story…
Reinforcement learning algorithms use correlations between policies and rewards to improve agent performance. But in dynamic or sparsely rewarding environments these correlations are often too small, or rewarding events are too infrequent…
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,…
Exploration is a key part of many video games. We investigate the using an exploratory agent to provide feedback on the design of procedurally generated game levels, 5 engaging levels and 5 unengaging levels. We expand upon a framework…
We address the problem of game level repair, which consists of taking a designed but non-functional game level and making it functional. This might consist of ensuring the completeness of the level, reachability of objects, or other…
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…
Many advancements have been made in procedural content generation for games, and with mixed-initiative co-creativity, have the potential for great benefits to human designers. However, co-creative systems for game generation are typically…
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…
In strategy games, one of the most important aspects of game design is maintaining a sense of challenge for players. Many mobile titles feature quick gameplay loops that allow players to progress steadily, requiring an abundance of levels…
Automated rationale generation is an approach for real-time explanation generation whereby a computational model learns to translate an autonomous agent's internal state and action data representations into natural language. Training on…
It has recently been shown that reinforcement learning can be used to train generators capable of producing high-quality game levels, with quality defined in terms of some user-specified heuristic. To ensure that these generators' output is…
Applying latent variable evolution to game level design has become more and more popular as little human expert knowledge is required. However, defective levels with illegal patterns may be generated due to the violation of constraints for…
We propose a new procedural content generation method which learns iterative level generators from a dataset of existing levels. The Path of Destruction method, as we call it, views level generation as repair; levels are created by…
The emergence of complex life on Earth is often attributed to the arms race that ensued from a huge number of organisms all competing for finite resources. We present an artificial intelligence research environment, inspired by the human…
There is a growing interest within the AI research community to develop autonomous systems capable of explaining their behavior to users. One aspect of the explanation generation problem that has yet to receive much attention is the task of…