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Machine learning for procedural content generation has recently become an active area of research. Levels vary in both form and function and are mostly unrelated to each other across games. This has made it difficult to assemble suitably…
Procedural content generation in video games has a long history. Existing procedural content generation methods, such as search-based, solver-based, rule-based and grammar-based methods have been applied to various content types such as…
Game designs often center on the game mechanics---rules governing the logical evolution of the game. We seek to develop an intelligent system that generates computer games. As first steps towards this goal we present a composable and…
Procedural content generation (PCG) can be applied to a wide variety of tasks in games, from narratives, levels and sounds, to trees and weapons. A large amount of game content is comprised of graphical assets, such as clouds, buildings or…
The human ability to learn rules and solve problems has been a central concern of cognitive science research since the field's earliest days. But we do not just follow rules and solve problems given to us by others: we modify those rules,…
This paper focuses on procedurally generating rules and communicating them to players to adjust the difficulty. This is part of a larger project to collect and adapt games in educational games for young children using a digital puzzle game…
A game process is a system where the decisions of one agent can influence the decisions of other agents. In the real world, social influences and relationships between agents may influence the decision makings of agents with game behaviors.…
Using artificial intelligence (AI) to automatically test a game remains a critical challenge for the development of richer and more complex game worlds and for the advancement of AI at large. One of the most promising methods for achieving…
Procedural Content Generation (PCG) refers to the practice, in videogames and other games, of generating content such as levels, quests, or characters algorithmically. Motivated by the need to make games replayable, as well as to reduce…
We study interactions between agents in multi-agent systems, in which the agents are misinformed with regards to the game that they play, essentially having a subjective and incorrect understanding of the setting, without being aware of it.…
Procedural content generation has been applied to many domains, especially level design, but the narrative affordances of generated game environments are comparatively understudied. In this paper we present our first attempt to study these…
There is an increasing need for young people to become critically AI literate, understanding not only how AI works but also its limitations and ethical nuances. Yet, designing learning experiences that make such complex, serious topics…
Games are usually created incrementally, requiring repeated testing of the same scenarios, which is a tedious and error-prone task for game developers. Therefore, we aim to alleviate this game testing process by encapsulating it into a game…
Procedural content generation via Machine Learning (PCGML) is the umbrella term for approaches that generate content for games via machine learning. One of the benefits of PCGML is that, unlike search or grammar-based PCG, it does not…
Procedural Content Generation (PCG) is defined as the automatic creation of game content using algorithms. PCG has a long history in both the game industry and the academic world. It can increase player engagement and ease the work of game…
People enjoy encounters with generative software, but rarely are they encouraged to interact with, understand or engage with it. In this paper we define the term 'PCG-based game', and explain how this concept follows on from the idea of an…
Procedural story generation (PCG) tailors a unique narrative experience for a player and can be accomplished via multiple techniques, from matching storylets to grammar-based generation. There exists a rich opportunity for evolutionary…
Automatically generating novel and interesting games is a complex task. Challenges include representing game rules in a computationally workable form, searching through the large space of potential games under most such representations, and…
Causal games are probabilistic graphical models that enable causal queries to be answered in multi-agent settings. They extend causal Bayesian networks by specifying decision and utility variables to represent the agents' degrees of freedom…
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…