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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

This article outlines what we learned from the first year of the AI Settlement Generation Competition in Minecraft, a competition about producing AI programs that can generate interesting settlements in Minecraft for an unseen map. This…

Procedural content generation in video games has a long history. Existing procedural content generation methods, such as search-based, solver-based, rule-based and grammar-based methods have been applied to various content types such as…

Artificial Intelligence · Computer Science 2020-10-12 Jialin Liu , Sam Snodgrass , Ahmed Khalifa , Sebastian Risi , Georgios N. Yannakakis , Julian Togelius

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

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…

Artificial Intelligence · Computer Science 2018-09-26 Matthew Guzdial , Nicholas Liao , Mark Riedl

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…

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

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

This paper presents a novel approach to procedural generation of urban maps for First Person Shooter (FPS) games. A multi-agent evolutionary system is employed to place streets, buildings and other items inside the Unity3D game engine,…

Artificial Intelligence · Computer Science 2016-04-21 Jan Kruse , Ricardo Sosa , Andy M. Connor

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…

Human-Computer Interaction · Computer Science 2020-05-20 Gorm Lai , William Latham , Frederic Fol Leymarie

Automatic generation of level maps is a popular form of automatic content generation. In this study, a recently developed technique employing the {\em do what's possible} representation is used to create open-ended level maps. Generation of…

Artificial Intelligence · Computer Science 2019-05-24 Daniel Ashlock , Christoph Salge

Procedural content generation for games is a growing trend in both research and industry, even though there is no consensus of how good content looks, nor how to automatically evaluate it. A number of metrics have been developed in the…

Artificial Intelligence · Computer Science 2022-04-11 Jean-Baptiste Hervé , Christoph Salge

Multimodal Retrieval Augmented Generation (MRAG) systems have shown promise in enhancing the generation capabilities of multimodal large language models (MLLMs). However, existing MRAG frameworks primarily adhere to rigid, single-step…

Information Retrieval · Computer Science 2025-11-03 Xiaohan Yu , Zhihan Yang , Chong Chen

We introduce Procgen Benchmark, a suite of 16 procedurally generated game-like environments designed to benchmark both sample efficiency and generalization in reinforcement learning. We believe that the community will benefit from increased…

Machine Learning · Computer Science 2020-07-28 Karl Cobbe , Christopher Hesse , Jacob Hilton , John Schulman

We present C-Procgen, an enhanced suite of environments on top of the Procgen benchmark. C-Procgen provides access to over 200 unique game contexts across 16 games. It allows for detailed configuration of environments, ranging from game…

Artificial Intelligence · Computer Science 2023-11-14 Zhenxiong Tan , Kaixin Wang , Xinchao Wang

Machine learning for procedural content generation has recently become an active area of research. Levels vary in both form and function and are mostly unrelated to each other across games. This has made it difficult to assemble suitably…

Artificial Intelligence · Computer Science 2021-08-11 Philip Bontrager , Julian Togelius

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…

Machine Learning · Computer Science 2018-09-13 Isaac Karth , Adam M. Smith

Procedural content generation via machine learning (PCGML) in games involves using machine learning techniques to create game content such as maps and levels. 2D tile-based game levels have consistently served as a standard dataset for…

Machine Learning · Computer Science 2025-04-08 Mahsa Bazzaz , Seth Cooper

Automating the development of machine learning algorithms has the potential to unlock new breakthroughs. However, our ability to improve and evaluate algorithm discovery systems has thus far been limited by existing task suites. They suffer…

Minecraft, as an open-world virtual interactive environment, has become a prominent platform for research on agent decision-making and execution. Existing works primarily adopt a single Large Language Model (LLM) agent to complete various…

Artificial Intelligence · Computer Science 2025-08-27 Qi Chai , Zhang Zheng , Junlong Ren , Deheng Ye , Zichuan Lin , Hao Wang