Related papers: Why Oatmeal is Cheap: Kolmogorov Complexity and Pr…
We show that the mutual information, in the sense of Kolmogorov complexity, of any pair of strings $x$ and $y$ is equal, up to logarithmic precision, to the length of the longest shared secret key that two parties, one having $x$ and the…
We introduce the concept of Procedural Content Generation via Knowledge Transformation (PCG-KT), a new lens and framework for characterizing PCG methods and approaches in which content generation is enabled by the process of knowledge…
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…
No free lunch theorems for supervised learning state that no learner can solve all problems or that all learners achieve exactly the same accuracy on average over a uniform distribution on learning problems. Accordingly, these theorems are…
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…
Task environments developed in Minecraft are becoming increasingly popular for artificial intelligence (AI) research. However, most of these are currently constructed manually, thus failing to take advantage of procedural content generation…
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…
Some established and also novel techniques in the field of applications of algorithmic (Kolmogorov) complexity currently co-exist for the first time and are here reviewed, ranging from dominant ones such as statistical lossless compression…
Depth of an object concerns a tradeoff between computation time and excess of program length over the shortest program length required to obtain the object. It gives an unconditional lower bound on the computation time from a given program…
Procedurally generated video game content has the potential to drastically reduce the content creation budget of game developers and large studios. However, adoption is hindered by limitations such as slow generation, as well as low quality…
Video games demand is constantly increasing, which requires the costly production of large amounts of content. Towards this challenge, researchers have developed Search-Based Procedural Content Generation (SBPCG), that is, the…
Recent procedural content generation via machine learning (PCGML) methods allow learning from existing content to produce similar content automatically. While these approaches are able to generate content for different games (e.g. Super…
We show that classical and quantum Kolmogorov complexity of binary strings agree up to an additive constant. Both complexities are defined as the minimal length of any (classical resp. quantum) computer program that outputs the…
We explore the relationship between causality, symmetry, and compression. We build on and generalize the known connection between learning and compression to a setting where causal models are not identifiable. We propose a framework where…
Storytelling and narrative are fundamental to human experience, intertwined with our social and cultural engagement. As such, researchers have long attempted to create systems that can generate stories automatically. In recent years,…
Aggregating different pieces of similar information is necessary to generate concise and easy to understand reports in technical domains. This paper presents a general algorithm that combines similar messages in order to generate one or…
We present several application of simple topological arguments in problems of Kolmogorov complexity. Basically we use the standard fact from topology that the disk is simply connected. It proves to be enough to construct strings with some…
Tabletop roleplaying games (TTRPGs) and procedural content generators can both be understood as systems of rules for producing content. In this paper, we argue that TTRPG design can usefully be viewed as procedural content generator design.…
Diverse applications of Kolmogorov complexity to learning [CIKK16], circuit complexity [OPS19], cryptography [LP20], average-case complexity [Hir21], and proof search [Kra22] have been discovered in recent years. Since the running time of…
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…