Related papers: Exploring Level Blending across Platformers via Pa…
The procedural generation of levels and content in video games is a challenging AI problem. Often such generation relies on an intelligent way of evaluating the content being generated so that constraints are satisfied and/or objectives…
Text-to-level generation aims to translate natural language descriptions into structured game levels, enabling intuitive control over procedural content generation. While prior text-to-level generators are typically limited to a single game…
Recent research shows how diffusion models can unconditionally generate tile-based game levels, but use of diffusion models for text-to-level generation is underexplored. There are practical considerations for creating a usable model:…
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…
Game level blending via machine learning, the process of combining features of game levels to create unique and novel game levels using Procedural Content Generation via Machine Learning (PCGML) techniques, has gained increasing popularity…
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…
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…
Procedural Content Generation (PCG) is widely used to create scalable and diverse environments in games. However, existing methods, such as the Wave Function Collapse (WFC) algorithm, are often limited to static scenarios and lack the…
The procedural generation of video game levels has existed for at least 30 years, but only recently have machine learning approaches been used to generate levels without specifying the rules for generation. A number of these have looked at…
Recent years, there has been growing interests in experience-driven procedural level generation. Various metrics have been formulated to model player experience and help generate personalised levels. In this work, we question whether…
Existing methods of level generation using latent variable models such as VAEs and GANs do so in segments and produce the final level by stitching these separately generated segments together. In this paper, we build on these methods by…
Several works have demonstrated the use of variational autoencoders (VAEs) for generating levels in the style of existing games and blending levels across different games. Further, quality-diversity (QD) algorithms have also become popular…
Prior research has shown variational autoencoders (VAEs) to be useful for generating and blending game levels by learning latent representations of existing level data. We build on such models by exploring the level design affordances and…
In this work, we consider the problem of procedural content generation for video game levels. Prior approaches have relied on evolutionary search (ES) methods capable of generating diverse levels, but this generation procedure is slow,…
Game consists of multiple types of content, while the harmony of different content types play an essential role in game design. However, most works on procedural content generation consider only one type of content at a time. In this paper,…
In this work, we present TOAD-GAN (Token-based One-shot Arbitrary Dimension Generative Adversarial Network), a novel Procedural Content Generation (PCG) algorithm that generates token-based video game levels. TOAD-GAN follows the SinGAN…
The attempt to utilize machine learning in PCG has been made in the past. In this survey paper, we investigate how generative artificial intelligence (AI), which saw a significant increase in interest in the mid-2010s, is being used for…
Constraint-based game content generators that learn local constraints from existing content, such as Wave Function Collapse (WFC), can generate visually satisfying game levels but face challenges in guaranteeing global properties, such as…
Large Language Models (LLMs) have proven to be useful tools in various domains outside of the field of their inception, which was natural language processing. In this study, we provide practical directions on how to use LLMs to generate…
In this study we introduce a new technique for the generation of terrain maps, exploiting a combination of procedural generation and Neural Style Transfer. We consider our approach to be a viable alternative to competing generative models,…