English
Related papers

Related papers: Visualising Generative Spaces Using Convolutional …

200 papers

In this work, we present TOAD-GAN (Token-based One-shot Arbitrary Dimension Generative Adversarial Network), a novel Procedural Content Generation (PCG) algorithm that generates token-based video game levels. TOAD-GAN follows the SinGAN…

Machine Learning · Computer Science 2020-08-05 Maren Awiszus , Frederik Schubert , Bodo Rosenhahn

Procedural content generation (PCG) has made substantial progress in shaping static 2D/3D geometry, while most methods treat gameplay mechanics as auxiliary and optimize only over space. We argue that this limits controllability and…

Artificial Intelligence · Computer Science 2026-02-24 Kaijie Xu , Clark Verbrugge

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…

Artificial Intelligence · Computer Science 2016-02-26 Matthew Guzdial , Mark Riedl

Generative Adversarial Networks (GANs) are a powerful indirect genotype-to-phenotype mapping for evolutionary search. Much previous work applying GANs to level generation focuses on fixed-size segments combined into a whole level, but…

Neural and Evolutionary Computing · Computer Science 2022-05-02 Jacob Schrum , Benjamin Capps , Kirby Steckel , Vanessa Volz , Sebastian Risi

We present an approach to generate novel computer game levels that blend different game concepts in an unsupervised fashion. Our primary contribution is an analogical reasoning process to construct blends between level design models learned…

Artificial Intelligence · Computer Science 2016-03-10 Matthew Guzdial , Mark Riedl

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,…

Artificial Intelligence · Computer Science 2022-08-01 Nicholas Muir , Steven James

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,…

Artificial Intelligence · Computer Science 2021-10-11 Anurag Sarkar , Seth Cooper

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…

Artificial Intelligence · Computer Science 2015-11-03 Peizhi Shi , Ke Chen

While recent generative models for 2D images achieve impressive visual results, they clearly lack the ability to perform 3D reasoning. This heavily restricts the degree of control over generated objects as well as the possible applications…

Computer Vision and Pattern Recognition · Computer Science 2020-10-26 Dario Pavllo , Graham Spinks , Thomas Hofmann , Marie-Francine Moens , Aurelien Lucchi

The procedural generation of levels and content in video games is a challenging AI problem. Often such generation relies on an intelligent way of evaluating the content being generated so that constraints are satisfied and/or objectives…

Artificial Intelligence · Computer Science 2019-04-22 Ahmed Khalifa , Michael Cerny Green , Gabriella Barros , Julian Togelius

Video games are a compelling source of annotated data as they can readily provide fine-grained groundtruth for diverse tasks. However, it is not clear whether the synthetically generated data has enough resemblance to the real-world images…

Computer Vision and Pattern Recognition · Computer Science 2016-08-16 Alireza Shafaei , James J. Little , Mark Schmidt

Generative adversarial networks have been very successful in generative modeling, however they remain relatively challenging to train compared to standard deep neural networks. In this paper, we propose new visualization techniques for the…

Machine Learning · Computer Science 2020-04-28 Hugo Berard , Gauthier Gidel , Amjad Almahairi , Pascal Vincent , Simon Lacoste-Julien

We study the problem of synthesizing a number of likely future frames from a single input image. In contrast to traditional methods that have tackled this problem in a deterministic or non-parametric way, we propose to model future frames…

Computer Vision and Pattern Recognition · Computer Science 2019-08-13 Tianfan Xue , Jiajun Wu , Katherine L. Bouman , William T. Freeman

Procedural content generation (PCG) can be applied to a wide variety of tasks in games, from narratives, levels and sounds, to trees and weapons. A large amount of game content is comprised of graphical assets, such as clouds, buildings or…

Graphics · Computer Science 2025-06-30 Kaisei Fukaya , Damon Daylamani-Zad , Harry Agius

Graph data structures offer a versatile and powerful means to model relationships and interconnections in various domains, promising substantial advantages in data representation, analysis, and visualization. In games, graph-based data…

Machine Learning · Computer Science 2024-09-10 Florian Rupp , Kai Eckert

There has been significant research interest in Procedural Level Generation via Machine Learning (PLGML), applying ML techniques to automated level generation. One recent trend is in the direction of learning representations for level…

Machine Learning · Computer Science 2022-10-25 Mrunal Jadhav , Matthew Guzdial

This paper develops a deep-learning framework to synthesize a ground-level view of a location given an overhead image. We propose a novel conditional generative adversarial network (cGAN) in which the trained generator generates realistic…

Computer Vision and Pattern Recognition · Computer Science 2019-02-21 Xueqing Deng , Yi Zhu , Shawn Newsam

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…

Artificial Intelligence · Computer Science 2021-08-11 Philip Bontrager , Julian Togelius

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…

Artificial Intelligence · Computer Science 2023-02-17 Vanessa Volz , Boris Naujoks , Pascal Kerschke , Tea Tusar

While the capabilities of generative models heavily improved in different domains (images, text, graphs, molecules, etc.), their evaluation metrics largely remain based on simplified quantities or manual inspection with limited…