Related papers: Online Game Level Generation from Music
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…
Procedural Content Generation via Reinforcement Learning (PCGRL) offers a method for training controllable level designer agents without the need for human datasets, using metrics that serve as proxies for level quality as rewards. Existing…
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…
Recent research has highlighted the significance of natural language in enhancing the controllability of generative models. While various efforts have been made to leverage natural language for content generation, research on deep…
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…
Achieving optimal balance in games is essential to their success, yet reliant on extensive manual work and playtesting. To facilitate this process, the Procedural Content Generation via Reinforcement Learning (PCGRL) framework has recently…
This paper presents an architecture for generating music for video games based on the Transformer deep learning model. Our motivation is to be able to customize the generation according to the taste of the player, who can select a corpus of…
This paper presents a deep reinforcement learning algorithm for online accompaniment generation, with potential for real-time interactive human-machine duet improvisation. Different from offline music generation and harmonization, online…
We address the problem of game level repair, which consists of taking a designed but non-functional game level and making it functional. This might consist of ensuring the completeness of the level, reachability of objects, or other…
Procedural Content Generation via Reinforcement Learning (PCGRL) has been introduced as a means by which controllable designer agents can be trained based only on a set of computable metrics acting as a proxy for the level's quality and key…
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…
Procedural content generation (PCG) has become an increasingly popular technique in game development, allowing developers to generate dynamic, replayable, and scalable environments with reduced manual effort. In this study, a novel method…
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…
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,…
Procedural Music Generation (PMG) is an emerging field that algorithmically creates music content for video games. By leveraging techniques from simple rule-based approaches to advanced machine learning algorithms, PMG has the potential to…
Techniques for procedural content generation via machine learning (PCGML) have been shown to be useful for generating novel game content. While used primarily for producing new content in the style of the game domain used for training,…
Algorithms that generate computer game content require game design knowledge. We present an approach to automatically learn game design knowledge for level design from gameplay videos. We further demonstrate how the acquired design…
We propose MusicRL, the first music generation system finetuned from human feedback. Appreciation of text-to-music models is particularly subjective since the concept of musicality as well as the specific intention behind a caption are…
Autonomously tailoring content to a set of predetermined affective patterns has long been considered the holy grail of affect-aware human-computer interaction at large. The experience-driven procedural content generation framework realises…
Offline-to-Online Reinforcement Learning (O2O RL) faces a critical dilemma in balancing the use of a fixed offline dataset with newly collected online experiences. Standard methods, often relying on a fixed data-mixing ratio, struggle to…