English
Related papers

Related papers: Tabletop Roleplaying Games as Procedural Content G…

200 papers

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…

Artificial Intelligence · Computer Science 2025-02-06 Mahdi Farrokhi Maleki , Richard Zhao

The evaluation of procedural content generation (PCG) systems for generating video game levels is a complex and contested topic. Ideally, the field would have access to robust, generalisable and widely accepted evaluation approaches that…

Human-Computer Interaction · Computer Science 2024-04-30 Oliver Withington , Michael Cook , Laurissa Tokarchuk

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…

Artificial Intelligence · Computer Science 2020-03-18 Sebastian Risi , Julian Togelius

Procedural Content Generation (PCG) is the algorithmic generation of content, often applied to games. PCG and PCG via Machine Learning (PCGML) have appeared in published games. However, it can prove difficult to apply these approaches in…

Artificial Intelligence · Computer Science 2023-09-26 Emily Halina , Matthew Guzdial

This survey explores Procedural Content Generation via Machine Learning (PCGML), defined as the generation of game content using machine learning models trained on existing content. As the importance of PCG for game development increases,…

Artificial Intelligence · Computer Science 2018-05-08 Adam Summerville , Sam Snodgrass , Matthew Guzdial , Christoffer Holmgård , Amy K. Hoover , Aaron Isaksen , Andy Nealen , Julian Togelius

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

Procedural content generation (PCG) has recently become one of the hottest topics in computational intelligence and AI game researches. Among a variety of PCG techniques, search-based approaches overwhelmingly dominate PCG development at…

Artificial Intelligence · Computer Science 2013-10-10 Jonathan Roberts , Ke Chen

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…

Graphics · Computer Science 2025-06-30 Kaisei Fukaya , Damon Daylamani-Zad , Harry Agius

We investigate how reinforcement learning can be used to train level-designing agents. This represents a new approach to procedural content generation in games, where level design is framed as a game, and the content generator itself is…

Machine Learning · Computer Science 2020-08-14 Ahmed Khalifa , Philip Bontrager , Sam Earle , Julian Togelius

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…

Artificial Intelligence · Computer Science 2023-02-17 Vanessa Volz , Boris Naujoks , Pascal Kerschke , Tea Tusar

We introduce the concept of Procedural Content Generation via Knowledge Transformation (PCG-KT), a new lens and framework for characterizing PCG methods and approaches in which content generation is enabled by the process of knowledge…

Artificial Intelligence · Computer Science 2023-05-02 Anurag Sarkar , Matthew Guzdial , Sam Snodgrass , Adam Summerville , Tiago Machado , Gillian Smith

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,…

Artificial Intelligence · Computer Science 2021-10-11 Anurag Sarkar , Seth Cooper

Tabletop fantasy role-playing games (TFRPGs) have existed in offline and online contexts for many decades, yet are rarely featured in scientific literature. This paper presents a case study where TFRPGs were used to generate and collect…

Computers and Society · Computer Science 2019-07-10 Aaron Dant , Philip Feldman , Wayne Lutters

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…

Artificial Intelligence · Computer Science 2018-09-26 Matthew Guzdial , Joshua Reno , Jonathan Chen , Gillian Smith , Mark Riedl

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…

Artificial Intelligence · Computer Science 2016-10-12 Michael Cook , Mirjam Eladhari , Andy Nealen , Mike Treanor , Eddy Boxerman , Alex Jaffe , Paul Sottosanti , Steve Swink

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…

Artificial Intelligence · Computer Science 2015-08-04 Jakub Kowalski , Marek Szykuła

Procedural Content Generation via Reinforcement Learning (PCGRL) offers a method for training controllable level designer agents without the need for human datasets, using metrics that serve as proxies for level quality as rewards. Existing…

Artificial Intelligence · Computer Science 2025-10-07 Sam Earle , Zehua Jiang , Eugene Vinitsky , Julian Togelius

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…

Machine Learning · Computer Science 2023-10-05 Sajad Mohaghegh , Mohammad Amin Ramezan Dehnavi , Golnoosh Abdollahinejad , Matin Hashemi

Creating and evaluating games manually is an arduous and laborious task. Procedural content generation can aid by creating game artifacts, but usually not an entire game. Evolutionary game design, which combines evolutionary algorithms with…

Artificial Intelligence · Computer Science 2024-02-02 Lana Bertoldo Rossato , Leonardo Boaventura Bombardelli , Anderson Rocha Tavares

This paper introduces the Procedural Content Generation Benchmark for evaluating generative algorithms on different game content creation tasks. The benchmark comes with 12 game-related problems with multiple variants on each problem.…

Artificial Intelligence · Computer Science 2025-03-31 Ahmed Khalifa , Roberto Gallotta , Matthew Barthet , Antonios Liapis , Julian Togelius , Georgios N. Yannakakis
‹ Prev 1 2 3 10 Next ›