English
Related papers

Related papers: Capturing Local and Global Patterns in Procedural …

200 papers

Procedural terrain generation for video games has been traditionally been done with smartly designed but handcrafted algorithms that generate heightmaps. We propose a first step toward the learning and synthesis of these using recent…

Machine Learning · Statistics 2017-07-12 Christopher Beckham , Christopher Pal

We introduce the General Video Game Rule Generation problem, and the eponymous software framework which will be used in a new track of the General Video Game AI (GVGAI) competition. The problem is, given a game level as input, to generate…

Artificial Intelligence · Computer Science 2019-06-13 Ahmed Khalifa , Michael Cerny Green , Diego Perez-Liebana , Julian Togelius

In this work, we present an interesting attempt on mixture generation: absorbing different image concepts (e.g., content and style) from different domains and thus generating a new domain with learned concepts. In particular, we propose a…

Machine Learning · Computer Science 2018-07-05 Guang-Yuan Hao , Hong-Xing Yu , Wei-Shi Zheng

Since the dawn of Trading Card Games, the genre has grown into a multi-billion-dollar industry engaging millions of analog and digital players worldwide. Popular TCGs rely on regular updates, balance adjustments, and rotating constraints to…

Artificial Intelligence · Computer Science 2026-05-01 Johannes Pfau , Panagiotis Vrettis

We applied Generative Adversarial Networks (GANs) to learn a model of DOOM levels from human-designed content. Initially, we analysed the levels and extracted several topological features. Then, for each level, we extracted a set of images…

Machine Learning · Computer Science 2026-04-16 Edoardo Giacomello , Pier Luca Lanzi , Daniele Loiacono

Procedural Content Generation for 3D game levels faces challenges in balancing spatial coherence, navigational functionality, and adaptable gameplay progression across multi-floor environments. This paper introduces a novel framework for…

Artificial Intelligence · Computer Science 2025-08-27 Kaijie Xu , Clark Verbrugge

We present a new approach ARLPCG: Adversarial Reinforcement Learning for Procedural Content Generation, which procedurally generates and tests previously unseen environments with an auxiliary input as a control variable. Training RL agents…

Machine Learning · Computer Science 2021-06-11 Linus Gisslén , Andy Eakins , Camilo Gordillo , Joakim Bergdahl , Konrad Tollmar

Procedurally generated video game content has the potential to drastically reduce the content creation budget of game developers and large studios. However, adoption is hindered by limitations such as slow generation, as well as low quality…

Neural and Evolutionary Computing · Computer Science 2022-04-15 Michael Beukman , Christopher W Cleghorn , Steven James

Generative adversarial imitation learning (GAIL) has shown promising results by taking advantage of generative adversarial nets, especially in the field of robot learning. However, the requirement of isolated single modal demonstrations…

Machine Learning · Computer Science 2020-05-25 Cong Fei , Bin Wang , Yuzheng Zhuang , Zongzhang Zhang , Jianye Hao , Hongbo Zhang , Xuewu Ji , Wulong Liu

When robots work in a cluttered environment, the constraints for motions change frequently and the required action can change even for the same task. However, planning complex motions from direct calculation has the risk of resulting in…

Robotics · Computer Science 2019-10-09 Kyo Kutsuzawa , Hitoshi Kusano , Ayaka Kume , Shoichiro Yamaguchi

Procedural content generation (PCG) is a growing field, with numerous applications in the video game industry and great potential to help create better games at a fraction of the cost of manual creation. However, much of the work in PCG is…

Artificial Intelligence · Computer Science 2023-07-20 Michael Beukman , Manuel Fokam , Marcel Kruger , Guy Axelrod , Muhammad Nasir , Branden Ingram , Benjamin Rosman , Steven James

Deep Generative Models (DGMs) have found application in computer vision for generating adversarial examples to test the robustness of machine learning (ML) systems. Extending these adversarial techniques to tabular ML presents unique…

Machine Learning · Computer Science 2024-09-20 Salijona Dyrmishi , Mihaela Cătălina Stoian , Eleonora Giunchiglia , Maxime Cordy

Recent advancements in procedural content generation via machine learning enable the generation of video-game levels that are aesthetically similar to human-authored examples. However, the generated levels are often unplayable without…

Artificial Intelligence · Computer Science 2020-10-15 Hejia Zhang , Matthew C. Fontaine , Amy K. Hoover , Julian Togelius , Bistra Dilkina , Stefanos Nikolaidis

The balancing process for game levels in competitive two-player contexts involves a lot of manual work and testing, particularly for non-symmetrical game levels. In this work, we frame game balancing as a procedural content generation task…

Machine Learning · Computer Science 2025-03-25 Florian Rupp , Manuel Eberhardinger , Kai Eckert

Procedural city generation that focuses on believability and adaptability to random terrain is a difficult challenge in the field of Procedural Content Generation (PCG). Dozens of researchers compete for a realistic approach in challenges…

Artificial Intelligence · Computer Science 2023-09-21 Arthur van der Staaij , Jelmer Prins , Vincent L. Prins , Julian Poelsma , Thera Smit , Matthias Müller-Brockhausen , Mike Preuss

Unsupervised domain mapping has attracted substantial attention in recent years due to the success of models based on the cycle-consistency assumption. These models map between two domains by fooling a probabilistic discriminator, thereby…

Machine Learning · Computer Science 2019-01-25 Matthew Amodio , Smita Krishnaswamy

Provably correct distributed protocols, which are a critical component of modern distributed systems, are highly challenging to design and have often required decades of human effort. These protocols allow multiple agents to coordinate to…

Artificial Intelligence · Computer Science 2026-02-02 Yujie Hui , Xiaoyi Lu , Andrew Perrault , Yang Wang

Human-aligned AI is a critical component of co-creativity, as it enables models to accurately interpret human intent and generate controllable outputs that align with design goals in collaborative content creation. This direction is…

Artificial Intelligence · Computer Science 2025-08-14 In-Chang Baek , Seoyoung Lee , Sung-Hyun Kim , Geumhwan Hwang , KyungJoong Kim

Procedural content generation (PCG) concerns all sorts of algorithms and tools which automatically produce game content, without requiring manual authoring by game artists. Besides generating com-plex static meshes, the PCG core usually…

Graphics · Computer Science 2018-08-02 Anthony Savidis

Procedural 3D Terrain generation has become a necessity in open world games, as it can provide unlimited content, through a functionally infinite number of different areas, for players to explore. In our approach, we use Generative…

Image and Video Processing · Electrical Eng. & Systems 2020-10-14 Emmanouil Panagiotou , Eleni Charou
‹ Prev 1 3 4 5 6 7 10 Next ›