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Methods for dynamic difficulty adjustment allow games to be tailored to particular players to maximize their engagement. However, current methods often only modify a limited set of game features such as the difficulty of the opponents, or…
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…
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…
We introduce a procedural content generation (PCG) framework at the intersections of experience-driven PCG and PCG via reinforcement learning, named ED(PCG)RL, EDRL in short. EDRL is able to teach RL designers to generate endless playable…
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…
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,…
We present practical approaches of using deep learning to create and enhance level maps and textures for video games -- desktop, mobile, and web. We aim to present new possibilities for game developers and level artists. The task of…
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…
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…
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…
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…
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…
Recent advancements in procedural content generation via machine learning enable the generation of video-game levels that are aesthetically similar to human-authored examples. However, the generated levels are often unplayable without…
Procedural content generation (PCG) is of great interest to game design and development as it generates game content automatically. Motivated by the recent learning-based PCG framework and other existing PCG works, we propose an alternative…
We applied Generative Adversarial Networks (GANs) to learn a model of DOOM levels from human-designed content. Initially, we analysed the levels and extracted several topological features. Then, for each level, we extracted a set of images…
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,…
Automatically adapting game content to players opens new doors for game development. In this paper we propose an architecture using persona agents and experience metrics, which enables evolving procedurally generated levels tailored for…
In level co-creation an AI and human work together to create a video game level. One open challenge in level co-creation is how to empower human users to ensure particular qualities of the final level, such as challenge. There has been…
Generative Adversarial Networks (GANs) are capable of generating convincing imitations of elements from a training set, but the distribution of elements in the training set affects to difficulty of properly training the GAN and the quality…
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,…