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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…
Procedural Content Generation via Reinforcement Learning (PCGRL) has been introduced as a means by which controllable designer agents can be trained based only on a set of computable metrics acting as a proxy for the level's quality and key…
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,…
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…
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.…
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…
Task environments developed in Minecraft are becoming increasingly popular for artificial intelligence (AI) research. However, most of these are currently constructed manually, thus failing to take advantage of procedural content generation…
Procedural content generation (PCG) has become an increasingly popular technique in game development, allowing developers to generate dynamic, replayable, and scalable environments with reduced manual effort. In this study, a novel method…
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…
Procedural Content Generation (PCG) enables game content to be created algorithmically without direct manual level-design effort, but it introduces a serious evaluation problem: generated content may become unbalanced, blocked, repetitive,…
Graph data structures offer a versatile and powerful means to model relationships and interconnections in various domains, promising substantial advantages in data representation, analysis, and visualization. In games, graph-based data…
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…
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…
Procedural Content Generation (PCG) methods are valuable tools to speed up the game development process. Moreover, PCG may also present in games as features, such as the procedural dungeon generation (PDG) in Moonlighter (Digital Sun,…
Procedural Music Generation (PMG) is an emerging field that algorithmically creates music content for video games. By leveraging techniques from simple rule-based approaches to advanced machine learning algorithms, PMG has the potential to…
Recent advances in large language models (LLMs) enable compelling story generation, but connecting narrative text to playable visual environments remains an open challenge in procedural content generation (PCG). We present a lightweight…
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…
Levels are a key component of many different video games, and a large body of work has been produced on how to procedurally generate game levels. Recently, Machine Learning techniques have been applied to video game level generation towards…
Generative Adversarial Networks (GANs) are a machine learning approach capable of generating novel example outputs across a space of provided training examples. Procedural Content Generation (PCG) of levels for video games could benefit…
The balancing process for game levels in a competitive two-player context involves a lot of manual work and testing, particularly in non-symmetrical game levels. In this paper, we propose an architecture for automated balancing of…