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Related papers: Level Generation with Constrained Expressive Range

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Expressive Range Analysis (ERA), an approach for visualising the output of Procedural Content Generation (PCG) systems, is widely used within PCG research to evaluate and compare generators, often to make comparative statements about their…

Human-Computer Interaction · Computer Science 2023-04-06 Oliver Withington , Laurissa Tokarchuk

Text-to-audio models are a type of generative model that produces audio output in response to a given textual prompt. Although level generators and the properties of the functional content that they create (e.g., playability) dominate most…

Sound · Computer Science 2025-11-17 Jonathan Morse , Azadeh Naderi , Swen Gaudl , Mark Cartwright , Amy K. Hoover , Mark J. Nelson

It has recently been shown that reinforcement learning can be used to train generators capable of producing high-quality game levels, with quality defined in terms of some user-specified heuristic. To ensure that these generators' output is…

Machine Learning · Computer Science 2021-05-10 Sam Earle , Maria Edwards , Ahmed Khalifa , Philip Bontrager , Julian Togelius

We consider multi-solution optimization and generative models for the generation of diverse artifacts and the discovery of novel solutions. In cases where the domain's factors of variation are unknown or too complex to encode manually,…

Machine Learning · Computer Science 2021-05-11 Alexander Hagg , Sebastian Berns , Alexander Asteroth , Simon Colton , Thomas Bäck

Constrained generative modeling is fundamental to applications such as robotic control and autonomous driving, where models must respect physical laws and safety-critical constraints. In real-world settings, these constraints rarely take…

Machine Learning · Computer Science 2026-03-10 Xiaoxuan Liang , Saeid Naderiparizi , Yunpeng Liu , Berend Zwartsenberg , Frank Wood

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

With increasing interest in procedural content generation by academia and game developers alike, it is vital that different approaches can be compared fairly. However, evaluating procedurally generated video game levels is often difficult,…

Artificial Intelligence · Computer Science 2024-10-28 Michael Beukman , Steven James , Christopher Cleghorn

Video game level generation based on machine learning (ML), in particular, deep generative models, has attracted attention as a technique to automate level generation. However, applications of existing ML-based level generations are mostly…

Artificial Intelligence · Computer Science 2021-04-14 Takumi Tanabe , Kazuto Fukuchi , Jun Sakuma , Youhei Akimoto

The machine learning community has mainly relied on real data to benchmark algorithms as it provides compelling evidence of model applicability. Evaluation on synthetic datasets can be a powerful tool to provide a better understanding of a…

Machine Learning · Computer Science 2022-11-01 Florence Regol , Anja Kroon , Mark Coates

Deep graph generative modeling has proven capable of learning the distribution of complex, multi-scale structures characterizing real-world graphs. However, one of the main limitations of existing methods is their large output space, which…

Machine Learning · Computer Science 2023-06-01 Nathaniel Diamant , Alex M. Tseng , Kangway V. Chuang , Tommaso Biancalani , Gabriele Scalia

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

As academic interest in procedural content generation (PCG) for games has increased, so has the need for methodologies for comparing and contrasting the output spaces of alternative PCG systems. In this paper we introduce and evaluate a…

Human-Computer Interaction · Computer Science 2022-11-01 Oliver Withington , Laurissa Tokarchuk

In this work, we present some recommendations on the evaluation of state-of-the-art generative models for constrained generation tasks. The progress on generative models has been rapid in recent years. These large-scale models have had…

Human-Computer Interaction · Computer Science 2022-12-02 Vikas Raunak , Matt Post , Arul Menezes

Deep generative models, such as Variational Autoencoders (VAEs) and Generative Adversarial Networks (GANs), have been employed widely in computational creativity research. However, such models discourage out-of-distribution generation to…

Computer Vision and Pattern Recognition · Computer Science 2022-05-27 Celia Cintas , Payel Das , Brian Quanz , Girmaw Abebe Tadesse , Skyler Speakman , Pin-Yu Chen

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…

Machine Learning · Computer Science 2020-08-14 Ahmed Khalifa , Philip Bontrager , Sam Earle , Julian Togelius

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…

Neural and Evolutionary Computing · Computer Science 2022-04-15 Michael Beukman , Christopher W Cleghorn , Steven James

The past decade has seen a rapid increase in the level of research interest in procedural content generation (PCG) for digital games, and there are now numerous research avenues focused on new approaches for driving and applying PCG…

Human-Computer Interaction · Computer Science 2022-10-06 Oliver Withington , Laurissa Tokarchuk

Generative adversarial networks (GANs) are quickly becoming a ubiquitous approach to procedurally generating video game levels. While GAN generated levels are stylistically similar to human-authored examples, human designers often want to…

Artificial Intelligence · Computer Science 2021-06-22 Matthew C. Fontaine , Ruilin Liu , Ahmed Khalifa , Jignesh Modi , Julian Togelius , Amy K. Hoover , Stefanos Nikolaidis

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…

Artificial Intelligence · Computer Science 2022-08-26 Ahmed Khalifa , Michael Cerny Green , Julian Togelius

Many creative generative design spaces contain multiple regions with individuals of high aesthetic value. Yet traditional evolutionary computing methods typically focus on optimisation, searching for the fittest individual in a population.…

Neural and Evolutionary Computing · Computer Science 2022-02-07 Jon McCormack , Camilo Cruz Gambardella
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