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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,…
Procedural content generation via machine learning (PCGML) is the process of procedurally generating game content using models trained on existing game content. PCGML methods can struggle to capture the true variance present in underlying…
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…
Action-Adventure games have several challenges to overcome, where the most common are enemies. The enemies' goal is to hinder the players' progression by taking life points, and the way they hinder this progress is distinct for different…
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…
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…
We propose the Interactive Constrained MAP-Elites, a quality-diversity solution for game content generation, implemented as a new feature of the Evolutionary Dungeon Designer: a mixed-initiative co-creativity tool for designing dungeons.…
Procedural Content Generation via Machine Learning (PCGML) has enhanced game content creation, yet challenges in controllability and limited training data persist. This study addresses these issues by distilling a constructive PCG algorithm…
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…
We investigate how reinforcement learning can be used to train level-designing agents. This represents a new approach to procedural content generation in games, where level design is framed as a game, and the content generator itself is…
In this paper we present a technique for procedurally generating 3D maps using a set of premade meshes which snap together based on designer-specified visual constraints. The proposed approach avoids size and layout limitations, offering…
This paper introduces a fully automatic method for generating video game tutorials. The AtDELFI system (AuTomatically DEsigning Legible, Full Instructions for games) was created to investigate procedural generation of instructions that…
Procedural Content Generation via Reinforcement Learning (PCGRL) foregoes the need for large human-authored data-sets and allows agents to train explicitly on functional constraints, using computable, user-defined measures of quality…
This survey explores Procedural Content Generation via Machine Learning (PCGML), defined as the generation of game content using machine learning models trained on existing content. As the importance of PCG for game development increases,…
In this paper we propose a new training loop for deep reinforcement learning agents with an evolutionary generator. Evolutionary procedural content generation has been used in the creation of maps and levels for games before. Our system…
Large language models (LLMs) are increasingly deployed as autonomous decision-makers in strategic settings, yet we have limited tools for understanding their high-level behavioral traits. We use activation steering methods in game-theoretic…
Neural video game simulators emerged as powerful tools to generate and edit videos. Their idea is to represent games as the evolution of an environment's state driven by the actions of its agents. While such a paradigm enables users to play…
Procedural Content Generation via Machine Learning (PCGML) faces a significant hurdle that sets it apart from other fields, such as image or text generation, which is limited annotated data. Many existing methods for procedural level…
We propose the use of quality-diversity algorithms for mixed-initiative game content generation. This idea is implemented as a new feature of the Evolutionary Dungeon Designer, a system for mixed-initiative design of the type of levels you…
The emergence of generative models enables the creation of texts and images tailored to users' preferences. Existing personalized generative models have two critical limitations: lacking a dedicated paradigm for accurate preference…