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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,…
People enjoy encounters with generative software, but rarely are they encouraged to interact with, understand or engage with it. In this paper we define the term 'PCG-based game', and explain how this concept follows on from the idea of an…
In video game design, audio (both environmental background music and object sound effects) play a critical role. Sounds are typically pre-created assets designed for specific locations or objects in a game. However, user-generated content…
In the last two decades, the landscape of text generation has undergone tremendous changes and is being reshaped by the success of deep learning. New technologies for text generation ranging from template-based methods to neural…
The evaluation of procedural content generation (PCG) systems for generating video game levels is a complex and contested topic. Ideally, the field would have access to robust, generalisable and widely accepted evaluation approaches that…
A game process is a system where the decisions of one agent can influence the decisions of other agents. In the real world, social influences and relationships between agents may influence the decision makings of agents with game behaviors.…
Driven by the rapid growth of machine learning, recent advances in game artificial intelligence (AI) have significantly impacted productivity across various gaming genres. Reward design plays a pivotal role in training game AI models,…
Procedural content generation (PCG) concerns all sorts of algorithms and tools which automatically produce game content, without requiring manual authoring by game artists. Besides generating com-plex static meshes, the PCG core usually…
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…
This article presents a hybrid approach based on a Grounded Text Generation (GTG) model to building robust task bots at scale. GTG is a hybrid model which uses a large-scale Transformer neural network as its backbone, combined with…
We propose the problem of tutorial generation for games, i.e. to generate tutorials which can teach players to play games, as an AI problem. This problem can be approached in several ways, including generating natural language descriptions…
The growing capabilities of generative AI (GenAI) have begun to reshape how games are designed and developed, offering new tools for content creation, gameplay simulation, and design ideation. While prior research has explored traditional…
We introduce the General Video Game Rule Generation problem, and the eponymous software framework which will be used in a new track of the General Video Game AI (GVGAI) competition. The problem is, given a game level as input, to generate…
The attempt to utilize machine learning in PCG has been made in the past. In this survey paper, we investigate how generative artificial intelligence (AI), which saw a significant increase in interest in the mid-2010s, is being used for…
Reward design plays a pivotal role in the training of game AIs, requiring substantial domain-specific knowledge and human effort. In recent years, several studies have explored reward generation for training game agents and controlling…
For the past decade, the trajectory of generative artificial intelligence (AI) has been dominated by a model-centric paradigm driven by scaling laws. Despite significant leaps in visual fidelity, this approach has encountered a ``usability…
Automatically generating novel and interesting games is a complex task. Challenges include representing game rules in a computationally workable form, searching through the large space of potential games under most such representations, and…
In this paper, we present God's Innovation Project (GIP), a god game where players collect words to dynamically terraform the landscape using generative AI. A god game is a genre where players take on the role of a deity, indirectly…
Game engines help developers create video games and avoid duplication of code and effort, like frameworks for traditional software systems. In this paper, we explore open-source game engines along three perspectives: literature, code, and…
Neural table-to-text generation models have achieved remarkable progress on an array of tasks. However, due to the data-hungry nature of neural models, their performances strongly rely on large-scale training examples, limiting their…