Related papers: Tabletop Roleplaying Games as Procedural Content G…
Role-playing games (RPG) are games in which players interact with one another to create narratives. The role of players in the RPG is largely based on the interaction between players and their characters. This emerging form of shared…
We propose a new General Game Playing (GGP) system called Regular Games (RG). The main goal of RG is to be both computationally efficient and convenient for game design. The system consists of several languages. The core component is a…
Procedural Content Generation (PCG) is a technique to generate complex and diverse environments in an automated way. However, while generating content with PCG methods is often straightforward, generating meaningful content that reflects…
Many advancements have been made in procedural content generation for games, and with mixed-initiative co-creativity, have the potential for great benefits to human designers. However, co-creative systems for game generation are typically…
Interactive fictions, or text-adventures, are games in which a player interacts with a world entirely through textual descriptions and text actions. Text-adventure games are typically structured as puzzles or quests wherein the player must…
Co-creative Procedural Content Generation via Machine Learning (PCGML) refers to systems where a PCGML agent and a human work together to produce output content. One of the limitations of co-creative PCGML is that it requires co-creative…
Text-based games(TBG) are complex environments which allow users or computer agents to make textual interactions and achieve game goals.In TBG agent design and training process, balancing the efficiency and performance of the agent models…
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…
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…
While the games industry is moving towards procedural content generation (PCG) with tools available under popular platforms such as Unreal, Unity or Houdini, and video game titles like No Man's Sky and Horizon Zero Dawn taking advantage of…
Mixed-initiative Procedural Content Generation (PCG) refers to tools or systems in which a human designer works with an algorithm to produce game content. This area of research remains relatively under-explored, with the majority of…
The transition from professionally generated content (PGC) to user-generated content (UGC) has reshaped various media formats, encompassing formats such as text and video. With rapid advancements in generative AI, a similar transformation…
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…
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.…
Procedural Level Generation via Machine Learning (PLGML), the study of generating game levels with machine learning, has received a large amount of recent academic attention. For certain measures these approaches have shown success at…
The interactive game theoretical approach to tactics and behavioral self-organization is developed. Though it uses the interactive game theoretical formalization of dialogues as psycholinguistic phenomena, the crucial role is played by the…
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…
Emergency training and planning provide structured curricula, rule-based action items, and interdisciplinary collaborative entities to imitate and teach real-life tasks. This rule-based structure enables the curricula to be transferred into…
This paper describes an avenue for artificial and computational intelligence techniques applied within games research to be deployed for purposes of physical therapy. We provide an overview of prototypical research focussed on the…
This document describes the design and implementation of the Tabletop Games framework (TAG), a Java-based benchmark for developing modern board games for AI research. TAG provides a common skeleton for implementing tabletop games based on a…