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Despite the success of generative adversarial networks (GANs) in generating visually appealing images, they are notoriously challenging to train. In order to stabilize the learning dynamics in minimax games, we propose a novel recursive…
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…
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…
Open-endedness, primarily studied in the context of artificial life, is the ability of systems to generate potentially unbounded ontologies of increasing novelty and complexity. Engineering generative systems displaying at least some degree…
Automatic generation of level maps is a popular form of automatic content generation. In this study, a recently developed technique employing the {\em do what's possible} representation is used to create open-ended level maps. Generation of…
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…
Illumination of scenes is usually generated in computer graphics using polygonal meshes. In this paper, we present a geometric method using projections. Starting from an implicit polynomial equation of a surface in 3-D or a curve in 2-D, we…
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…
Game-based learning (GBL) is widely adopted in mathematics education. It enhances learners' engagement and critical thinking throughout the mathematics learning process. However, enabling players to learn intrinsically through mathematical…
Procedural Level Generation via Machine Learning (PLGML), the study of generating game levels with machine learning, has received a large amount of recent academic attention. For certain measures these approaches have shown success at…
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…
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…
This work proposes an automatic real time lighting technique for procedurally generated isometric maps. The scenario is generated from a string seed and the proposed lighting system estimates the geometrical shape of the 2D objects as if…
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…
Computer games play an important role in our society and motivate people to learn computer science. Since artificial intelligence is integral to most games, they can also be used to teach artificial intelligence. We introduce the Game AI…
In computer games, traditional procedural terrain generation relies on a grid of vertices, with each point representing terrain elevation. For each square in the grid, two triangles are created by connecting fixed vertex indices, resulting…
As academic interest in procedural content generation (PCG) for games has increased, so has the need for methodologies for comparing and contrasting the output spaces of alternative PCG systems. In this paper we introduce and evaluate a…
Procedurally generating cohesive and interesting game environments is challenging and time-consuming. In order for the relationships between the game elements to be natural, common-sense has to be encoded into arrangement of the elements.…
Algorithms that generate computer game content require game design knowledge. We present an approach to automatically learn game design knowledge for level design from gameplay videos. We further demonstrate how the acquired design…
Generative Adversarial Networks (GANs) are capable of generating convincing imitations of elements from a training set, but the distribution of elements in the training set affects to difficulty of properly training the GAN and the quality…