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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…

Artificial Intelligence · Computer Science 2019-11-22 Andrew Hoyt , Matthew Guzdial , Yalini Kumar , Gillian Smith , Mark O. Riedl

Recently, neural networks have spread into numerous fields including many safety-critical systems. Neural networks are built (and trained) by programming in frameworks such as TensorFlow and PyTorch. Developers apply a rich set of…

Machine Learning · Computer Science 2023-06-16 Richard Schumi , Jun Sun

We present practical approaches of using deep learning to create and enhance level maps and textures for video games -- desktop, mobile, and web. We aim to present new possibilities for game developers and level artists. The task of…

Computer Vision and Pattern Recognition · Computer Science 2021-07-16 Piotr Migdał , Bartłomiej Olechno , Błażej Podgórski

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…

Machine Learning · Computer Science 2023-06-30 Venkata Sai Revanth Atmakuri , Seth Cooper , Matthew Guzdial

Video game level generation based on machine learning (ML), in particular, deep generative models, has attracted attention as a technique to automate level generation. However, applications of existing ML-based level generations are mostly…

Artificial Intelligence · Computer Science 2021-04-14 Takumi Tanabe , Kazuto Fukuchi , Jun Sakuma , Youhei Akimoto

Procedural Content Generation (PCG) techniques enable automatic creation of diverse and complex environments. While PCG facilitates more efficient content creation, ensuring consistently high-quality, industry-standard content remains a…

Computer Vision and Pattern Recognition · Computer Science 2025-12-09 Mahdi Farrokhimaleki , Parsa Rahmati , Richard Zhao

Over the last decade, Neural Networks (NNs) have been widely used in numerous applications including safety-critical ones such as autonomous systems. Despite their emerging adoption, it is well known that NNs are susceptible to Adversarial…

Machine Learning · Computer Science 2022-07-19 Dor Cohen , Ofer Strichman

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…

Artificial Intelligence · Computer Science 2021-08-11 Philip Bontrager , Julian Togelius

Balancing games, especially those with asymmetric multiplayer content, requires significant manual effort and extensive human playtesting during development. For this reason, this work focuses on generating balanced levels tailored to…

Machine Learning · Computer Science 2025-04-01 Florian Rupp , Kai Eckert

Procedural content generation (PCG) is of great interest to game design and development as it generates game content automatically. Motivated by the recent learning-based PCG framework and other existing PCG works, we propose an alternative…

Artificial Intelligence · Computer Science 2015-11-03 Peizhi Shi , Ke Chen

This paper presents a level generation method for Super Mario by stitching together pre-generated "scenes" that contain specific mechanics, using mechanic-sequences from agent playthroughs as input specifications. Given a sequence of…

Artificial Intelligence · Computer Science 2020-02-11 Michael Cerny Green , Luvneesh Mugrai , Ahmed Khalifa , Julian Togelius

We present NNrepair, a constraint-based technique for repairing neural network classifiers. The technique aims to fix the logic of the network at an intermediate layer or at the last layer. NNrepair first uses fault localization to find…

Machine Learning · Computer Science 2021-06-16 Muhammad Usman , Divya Gopinath , Youcheng Sun , Yannic Noller , Corina Pasareanu

Methods from convex optimization are widely used as building blocks for deep learning algorithms. However, the reasons for their empirical success are unclear, since modern convolutional networks (convnets), incorporating rectifier units…

Machine Learning · Computer Science 2016-04-08 David Balduzzi

This paper provides a detailed investigation of using the Kullback-Leibler (KL) Divergence as a way to compare and analyse game-levels, and hence to use the measure as the objective function of an evolutionary algorithm to evolve new…

Neural and Evolutionary Computing · Computer Science 2019-05-14 Simon M. Lucas , Vanessa Volz

As Deep Neural Networks (DNNs) are rapidly being adopted within large software systems, software developers are increasingly required to design, train, and deploy such models into the systems they develop. Consequently, testing and…

Software Engineering · Computer Science 2023-01-30 Jinhan Kim , Nargiz Humbatova , Gunel Jahangirova , Paolo Tonella , Shin Yoo

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…

Neural and Evolutionary Computing · Computer Science 2016-03-10 Adam Summerville , Michael Mateas

We present tile2tile, an approach for style transfer between levels of tile-based platformer games. Our method involves training models that translate levels from a lower-resolution sketch representation based on tile affordances to the…

Machine Learning · Computer Science 2022-08-17 Anurag Sarkar , Seth Cooper

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…

Artificial Intelligence · Computer Science 2021-07-06 Tianye Shu , Jialin Liu , Georgios N. Yannakakis

We explore AI-powered upscaling as a design assistance tool in the context of creating 2D game levels. Deep neural networks are used to upscale artificially downscaled patches of levels from the puzzle platformer game Lode Runner. The…

Machine Learning · Computer Science 2023-08-04 Debosmita Bhaumik , Julian Togelius , Georgios N. Yannakakis , Ahmed Khalifa

Natural Evolution Strategies (NES) is a promising framework for black-box continuous optimization problems. NES optimizes the parameters of a probability distribution based on the estimated natural gradient, and one of the key parameters…

Neural and Evolutionary Computing · Computer Science 2022-02-08 Masahiro Nomura , Isao Ono