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Related papers: Guided Game Level Repair via Explainable AI

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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…

Artificial Intelligence · Computer Science 2025-06-25 Debosmita Bhaumik , Julian Togelius , Georgios N. Yannakakis , Ahmed Khalifa

Recent advancements in procedural content generation via machine learning enable the generation of video-game levels that are aesthetically similar to human-authored examples. However, the generated levels are often unplayable without…

Artificial Intelligence · Computer Science 2020-10-15 Hejia Zhang , Matthew C. Fontaine , Amy K. Hoover , Julian Togelius , Bistra Dilkina , Stefanos Nikolaidis

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

Procedural Content Generation (PCG) techniques enable automatic creation of diverse and complex environments. While PCG facilitates more efficient content creation, ensuring consistently high-quality, industry-standard content remains a…

Computer Vision and Pattern Recognition · Computer Science 2025-12-09 Mahdi Farrokhimaleki , Parsa Rahmati , Richard Zhao

Applying latent variable evolution to game level design has become more and more popular as little human expert knowledge is required. However, defective levels with illegal patterns may be generated due to the violation of constraints for…

Artificial Intelligence · Computer Science 2020-05-15 Tianye Shu , Ziqi Wang , Jialin Liu , Xin Yao

With the growing capabilities of intelligent systems, the integration of robots in our everyday life is increasing. However, when interacting in such complex human environments, the occasional failure of robotic systems is inevitable. The…

Artificial Intelligence · Computer Science 2021-08-05 Devleena Das , Siddhartha Banerjee , Sonia Chernova

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…

Artificial Intelligence · Computer Science 2020-06-29 Miguel González-Duque , Rasmus Berg Palm , David Ha , Sebastian Risi

Procedural Content Generation via Machine Learning (PCGML) refers to a group of methods for creating game content (e.g. platformer levels, game maps, etc.) using machine learning models. PCGML approaches rely on black box models, which can…

Artificial Intelligence · Computer Science 2020-10-06 Faraz Khadivpour , Matthew Guzdial

Explainability is needed to establish confidence in machine learning results. Some explainable methods take a post hoc approach to explain the weights of machine learning models, others highlight areas of the input contributing to…

Machine Learning · Computer Science 2024-07-15 Paul Whitten , Francis Wolff , Chris Papachristou

Deep learning models have made significant progress in automatic program repair. However, the black-box nature of these methods has restricted their practical applications. To address this challenge, this paper presents an interpretable…

Software Engineering · Computer Science 2022-06-07 Jianzong Wang , Shijing Si , Zhitao Zhu , Xiaoyang Qu , Zhenhou Hong , Jing Xiao

An increasingly common area of study in procedural content generation is the creation of level segments: short pieces that can be used to form larger levels. Previous work has used basic concatenation to form these larger levels. However,…

Artificial Intelligence · Computer Science 2022-08-23 Colan Biemer , Seth Cooper

Terrains are the main part of an electronic game. To reduce human effort on game development, procedural techniques are used to generate synthetic terrains. However rendering a terrain is not a trivial task. Their rendering techniques must…

Graphics · Computer Science 2018-03-14 Ricardo B. D. d'Oliveira , Antonio L. Apolinário

Conventionally, AI models are thought to trade off explainability for lower accuracy. We develop a training strategy that not only leads to a more explainable AI system for object classification, but as a consequence, suffers no perceptible…

Computer Vision and Pattern Recognition · Computer Science 2020-03-17 Andrea Zunino , Sarah Adel Bargal , Riccardo Volpi , Mehrnoosh Sameki , Jianming Zhang , Stan Sclaroff , Vittorio Murino , Kate Saenko

The automatic generation of game tutorials is a challenging AI problem. While it is possible to generate annotations and instructions that explain to the player how the game is played, this paper focuses on generating a gameplay experience…

Artificial Intelligence · Computer Science 2018-10-02 Michael Cerny Green , Ahmed Khalifa , Gabriella A. B. Barros , Andy Nealen , Julian Togelius

In recent years, Procedural Level Generation via Machine Learning (PLGML) techniques have been applied to generate game levels with machine learning. These approaches rely on human-annotated representations of game levels. Creating…

Machine Learning · Computer Science 2021-10-08 Mrunal Jadhav , Matthew Guzdial

With the growing capabilities of intelligent systems, the integration of artificial intelligence (AI) and robots in everyday life is increasing. However, when interacting in such complex human environments, the failure of intelligent…

Artificial Intelligence · Computer Science 2020-11-20 Devleena Das , Siddhartha Banerjee , Sonia Chernova

With the availability of large databases and recent improvements in deep learning methodology, the performance of AI systems is reaching or even exceeding the human level on an increasing number of complex tasks. Impressive examples of this…

Artificial Intelligence · Computer Science 2017-08-29 Wojciech Samek , Thomas Wiegand , Klaus-Robert Müller

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…

Machine Learning · Computer Science 2018-11-30 Niels Justesen , Ruben Rodriguez Torrado , Philip Bontrager , Ahmed Khalifa , Julian Togelius , Sebastian Risi

Recent success in Artificial Intelligence (AI) and Machine Learning (ML) allow problem solving automatically without any human intervention. Autonomous approaches can be very convenient. However, in certain domains, e.g., in the medical…

Artificial Intelligence · Computer Science 2021-03-03 Andreas Holzinger , André Carrington , Heimo Müller

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…

Artificial Intelligence · Computer Science 2018-05-31 Michael Cerny Green , Ahmed Khalifa , Gabriella A. B. Barros , Julian Togelius
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