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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…

Machine Learning · Computer Science 2021-01-21 Kirby Steckel , Jacob Schrum

Evolution has produced an astonishing diversity of species, each filling a different niche. Algorithms like MAP-Elites mimic this divergent evolutionary process to find a set of behaviorally diverse but high-performing solutions, called the…

Neural and Evolutionary Computing · Computer Science 2018-04-12 Vassilis Vassiliades , Jean-Baptiste Mouret

Hanabi is a cooperative game that brings the problem of modeling other players to the forefront. In this game, coordinated groups of players can leverage pre-established conventions to great effect, but playing in an ad-hoc setting requires…

Artificial Intelligence · Computer Science 2022-08-31 Rodrigo Canaan , Xianbo Gao , Julian Togelius , Andy Nealen , Stefan Menzel

Quality diversity (QD) algorithms such as MAP-Elites have emerged as a powerful alternative to traditional single-objective optimization methods. They were initially applied to evolutionary robotics problems such as locomotion and maze…

Neural and Evolutionary Computing · Computer Science 2019-04-25 Matthew C. Fontaine , Scott Lee , L. B. Soros , Fernando De Mesentier Silva , Julian Togelius , Amy K. Hoover

Generative Adversarial Networks (GANs) can generate levels for a variety of games. This paper focuses on combining GAN-generated segments in a snaking pattern to create levels for Mega Man. Adjacent segments in such levels can be…

Neural and Evolutionary Computing · Computer Science 2021-04-14 Benjamin Capps , Jacob Schrum

Workforce Scheduling and Routing Problems (WSRP) are very common in many practical domains, and usually, have a number of objectives. Illumination algorithms such as Map-Elites (ME) have recently gained traction in application to {\em…

Artificial Intelligence · Computer Science 2018-05-30 Neil Urquhart , Emma Hart

Procedurally generating cohesive and interesting game environments is challenging and time-consuming. In order for the relationships between the game elements to be natural, common-sense has to be encoded into arrangement of the elements.…

The advancement of general-purpose intelligent agents is intrinsically linked to the environments in which they are trained. While scaling models and datasets has yielded remarkable capabilities, scaling the complexity, diversity, and…

Machine Learning · Computer Science 2025-11-05 Brennen Hill

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…

Computer Vision and Pattern Recognition · Computer Science 2021-07-16 Piotr Migdał , Bartłomiej Olechno , Błażej Podgórski

Differential MAP-Elites is a novel algorithm that combines the illumination capacity of CVT-MAP-Elites with the continuous-space optimization capacity of Differential Evolution. The algorithm is motivated by observations that illumination…

Neural and Evolutionary Computing · Computer Science 2021-07-13 Tae Jong Choi , Julian Togelius

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…

Neural and Evolutionary Computing · Computer Science 2014-06-03 Zahid Halim

With the development of fast and massively parallel evaluations in many domains, Quality-Diversity (QD) algorithms, that already proved promising in a large range of applications, have seen their potential multiplied. However, we have yet…

Neural and Evolutionary Computing · Computer Science 2024-04-15 Manon Flageat , Bryan Lim , Antoine Cully

We investigate an evolutionary multi-objective approach to good micro for real-time strategy games. Good micro helps a player win skirmishes and is one of the keys to developing better real-time strategy game play. In prior work, the same…

Neural and Evolutionary Computing · Computer Science 2018-03-29 Rahul Dubey , Joseph Ghantous , Sushil Louis , Siming Liu

Blindness and visual impairments affect many people worldwide. For help with navigation, people with visual impairments often rely on tactile maps that utilize raised surfaces and edges to convey information through touch. Although these…

Computer Vision and Pattern Recognition · Computer Science 2024-12-11 David G Hobson , Majid Komeili

Creating and evaluating games manually is an arduous and laborious task. Procedural content generation can aid by creating game artifacts, but usually not an entire game. Evolutionary game design, which combines evolutionary algorithms with…

Artificial Intelligence · Computer Science 2024-02-02 Lana Bertoldo Rossato , Leonardo Boaventura Bombardelli , Anderson Rocha Tavares

Adversarial patches, often used to provide physical stealth protection for critical assets and assess perception algorithm robustness, usually neglect the need for visual harmony with the background environment, making them easily…

Computer Vision and Pattern Recognition · Computer Science 2024-12-11 Chaoqun Li , Zhuodong Liu , Huanqian Yan , Hang Su

Generative Adversarial Networks (GANs) are an emerging form of indirect encoding. The GAN is trained to induce a latent space on training data, and a real-valued evolutionary algorithm can search that latent space. Such Latent Variable…

Neural and Evolutionary Computing · Computer Science 2020-04-02 Jacob Schrum , Jake Gutierrez , Vanessa Volz , Jialin Liu , Simon Lucas , Sebastian Risi

Designing agents that are able to achieve different play-styles while maintaining a competitive level of play is a difficult task, especially for games for which the research community has not found super-human performance yet, like…

Artificial Intelligence · Computer Science 2021-06-29 Diego Perez-Liebana , Cristina Guerrero-Romero , Alexander Dockhorn , Linjie Xu , Jorge Hurtado , Dominik Jeurissen

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…

Machine Learning · Computer Science 2026-04-16 Edoardo Giacomello , Pier Luca Lanzi , Daniele Loiacono

Reinforcement learning has been widely successful in producing agents capable of playing games at a human level. However, this requires complex reward engineering, and the agent's resulting policy is often unpredictable. Going beyond…

Machine Learning · Computer Science 2023-08-16 William Ahlberg , Alessandro Sestini , Konrad Tollmar , Linus Gisslén