Related papers: Capturing Local and Global Patterns in Procedural …
Serious Games (SGs) are nowadays shifting focus to include procedural content generation (PCG) in the development process as a means of offering personalized and enhanced player experience. However, the development of a framework to assess…
In recent years, Procedural Level Generation via Machine Learning (PLGML) techniques have been applied to generate game levels with machine learning. These approaches rely on human-annotated representations of game levels. Creating…
The past decade has seen a rapid increase in the level of research interest in procedural content generation (PCG) for digital games, and there are now numerous research avenues focused on new approaches for driving and applying PCG…
The term Procedural Content Generation (PCG) refers to the (semi-)automatic generation of game content by algorithmic means, and its methods are becoming increasingly popular in game-oriented research and industry. A special class of these…
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…
Procedural content generation via machine learning (PCGML) has shown success at producing new video game content with machine learning. However, the majority of the work has focused on the production of static game content, including game…
Reward design plays a pivotal role in the training of game AIs, requiring substantial domain-specific knowledge and human effort. In recent years, several studies have explored reward generation for training game agents and controlling…
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…
The paper presents the PCGPT framework, an innovative approach to procedural content generation (PCG) using offline reinforcement learning and transformer networks. PCGPT utilizes an autoregressive model based on transformers to generate…
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…
Procedural Content Generation via Reinforcement Learning (PCGRL) foregoes the need for large human-authored data-sets and allows agents to train explicitly on functional constraints, using computable, user-defined measures of quality…
Procedural content generation via machine learning (PCGML) is typically framed as the task of fitting a generative model to full-scale examples of a desired content distribution. This approach presents a fundamental tension: the more design…
Achieving optimal balance in games is essential to their success, yet reliant on extensive manual work and playtesting. To facilitate this process, the Procedural Content Generation via Reinforcement Learning (PCGRL) framework has recently…
In recent years, machine learning (ML) systems have been increasingly applied for performing creative tasks. Such creative ML approaches have seen wide use in the domains of visual art and music for applications such as image and music…
Procedural Content Generation via Machine Learning (PCGML) has enhanced game content creation, yet challenges in controllability and limited training data persist. This study addresses these issues by distilling a constructive PCG algorithm…
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…
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…
Generative Adversarial Networks (GANs) are a powerful indirect genotype-to-phenotype mapping for evolutionary search. Much previous work applying GANs to level generation focuses on fixed-size segments combined into a whole level, but…
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…
Behavior trees (BTs) are a popular method for modeling NPC and enemy AI behavior and have been widely used in commercial games. In this work, rather than use BTs to model game playing agents, we use them for modeling game design agents,…