Related papers: Towards Objective Metrics for Procedurally Generat…
The rapid pace of recent research in AI has been driven in part by the presence of fast and challenging simulation environments. These environments often take the form of games; with tasks ranging from simple board games, to competitive…
We propose the following question: what game-like interactive system would provide a good environment for measuring the impact and success of a co-creative, cooperative agent? Creativity is often formulated in terms of novelty, value,…
Games have always been a popular test bed for artificial intelligence techniques. Game developers are always in constant search for techniques that can automatically create computer games minimizing the developer's task. In this work we…
Successful and accurate modelling of level difficulty is a fundamental component of the operationalisation of player experience as difficulty is one of the most important and commonly used signals for content design and adaptation. In games…
Search-based procedural content generation (PCG) is a well-known method for level generation in games. Its key advantage is that it is generic and able to satisfy functional constraints. However, due to the heavy computational costs to run…
This paper presents an adaptive level generation algorithm for the physics-based puzzle game Angry Birds. The proposed algorithm is based on a pre-existing level generator for this game, but where the difficulty of the generated levels can…
In this paper, we present a method for automated persona-driven video game tutorial level generation. Tutorial levels are scenarios in which the player can explore and discover different rules and game mechanics. Procedural personas can…
Defining and measuring decision-making styles, also known as playstyles, is crucial in gaming, where these styles reflect a broad spectrum of individuality and diversity. However, finding a universally applicable measure for these styles…
Procedural content generation uses algorithmic techniques to create large amounts of new content for games at much lower production costs. In newer approaches, procedural content generation utilizes machine learning. However, these methods…
Results from a triple-blind mixed-method user study into the effectiveness of mixed-initiative tools for the procedural generation of game levels are presented. A tool which generates levels using interactive evolutionary optimisation was…
Deep reinforcement learning (RL) has shown impressive results in a variety of domains, learning directly from high-dimensional sensory streams. However, when neural networks are trained in a fixed environment, such as a single level in a…
With the advancement of generative models, the assessment of generated images becomes more and more important. Previous methods measure distances between features of reference and generated images from trained vision models. In this paper,…
The development of generative artificial intelligence for human motion generation has expanded rapidly, necessitating a unified evaluation framework. This paper presents a detailed review of eight evaluation metrics for human motion…
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,…
The General Video Game AI competitions have been the testing ground for several techniques for game playing, such as evolutionary computation techniques, tree search algorithms, hyper heuristic based or knowledge based algorithms. So far…
Promoting behavioural diversity is critical for solving games with non-transitive dynamics where strategic cycles exist, and there is no consistent winner (e.g., Rock-Paper-Scissors). Yet, there is a lack of rigorous treatment for defining…
The rapid advancement of video generation has rendered existing evaluation systems inadequate for assessing state-of-the-art models, primarily due to simple prompts that cannot showcase the model's capabilities, fixed evaluation operators…
Generative adversarial networks (GANs) are quickly becoming a ubiquitous approach to procedurally generating video game levels. While GAN generated levels are stylistically similar to human-authored examples, human designers often want to…
This project proposes a methodology for the automatic generation of action models from video game dynamics descriptions, as well as its integration with a planning agent for the execution and monitoring of the plans. Planners use these…
Most games have, or can be generalised to have, a number of parameters that may be varied in order to provide instances of games that lead to very different player experiences. The space of possible parameter settings can be seen as a…