Related papers: Integrating Automated Play in Level Co-Creation
Game level blending via machine learning, the process of combining features of game levels to create unique and novel game levels using Procedural Content Generation via Machine Learning (PCGML) techniques, has gained increasing popularity…
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…
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…
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…
Interacting with video games is challenging for people with upper-limb impairments, especially when multiple hand-based inputs are required in rapid succession. Human cooperation, where another person assists the player, has been proposed…
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…
Text-to-level generation aims to translate natural language descriptions into structured game levels, enabling intuitive control over procedural content generation. While prior text-to-level generators are typically limited to a single game…
Developers authoring HTML documents define elements following patterns which establish and reflect the visual structure of a document, such as making all images in a footer the same height by applying a class to each. To surface these…
With increasing interest in procedural content generation by academia and game developers alike, it is vital that different approaches can be compared fairly. However, evaluating procedurally generated video game levels is often difficult,…
Humans have an impressive ability to solve complex coordination problems in a fully distributed manner. This ability, if learned as a set of distributed multirobot coordination strategies, can enable programming large groups of robots to…
In higher education, gamification offers the prospect of providing a pivotal shift from traditional asynchronous forms of engagement, to developing methods to foster greater levels of synchronous interactivity and partnership between and…
The procedural generation of video game levels has existed for at least 30 years, but only recently have machine learning approaches been used to generate levels without specifying the rules for generation. A number of these have looked at…
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…
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,…
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…
Generative, ML-driven interactive systems have the potential to change how people interact with computers in creative processes - turning tools into co-creators. However, it is still unclear how we might achieve effective human-AI…
Procedural Content Generation (PCG) is a technique to generate complex and diverse environments in an automated way. However, while generating content with PCG methods is often straightforward, generating meaningful content that reflects…
Games like Super Mario Maker 2 (SMM2) lower the barrier for casual users to become level designers. In this paper, we set out to analyze a vast amount of data about SMM2 user-written levels, in order to understand what factors affect a…
We propose the problem of tutorial generation for games, i.e. to generate tutorials which can teach players to play games, as an AI problem. This problem can be approached in several ways, including generating natural language descriptions…
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…