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Procedural Content Generation (PCG) is defined as the automatic creation of game content using algorithms. PCG has a long history in both the game industry and the academic world. It can increase player engagement and ease the work of game…

Artificial Intelligence · Computer Science 2025-02-06 Mahdi Farrokhi Maleki , Richard Zhao

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…

Artificial Intelligence · Computer Science 2021-07-06 Tianye Shu , Jialin Liu , Georgios N. Yannakakis

Procedural content generation (PCG) has become an increasingly popular technique in game development, allowing developers to generate dynamic, replayable, and scalable environments with reduced manual effort. In this study, a novel method…

Artificial Intelligence · Computer Science 2025-10-20 Miraç Buğra Özkan

Procedural Content Generation via Reinforcement Learning (PCGRL) offers a method for training controllable level designer agents without the need for human datasets, using metrics that serve as proxies for level quality as rewards. Existing…

Artificial Intelligence · Computer Science 2025-10-07 Sam Earle , Zehua Jiang , Eugene Vinitsky , Julian Togelius

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,…

Artificial Intelligence · Computer Science 2018-05-08 Adam Summerville , Sam Snodgrass , Matthew Guzdial , Christoffer Holmgård , Amy K. Hoover , Aaron Isaksen , Andy Nealen , Julian Togelius

Procedural Content Generation via Reinforcement Learning (PCGRL) foregoes the need for large human-authored data-sets and allows agents to train explicitly on functional constraints, using computable, user-defined measures of quality…

Artificial Intelligence · Computer Science 2022-08-16 Zehua Jiang , Sam Earle , Michael Cerny Green , Julian Togelius

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…

Human-Computer Interaction · Computer Science 2024-04-30 Oliver Withington , Michael Cook , Laurissa Tokarchuk

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

Achieving optimal balance in games is essential to their success, yet reliant on extensive manual work and playtesting. To facilitate this process, the Procedural Content Generation via Reinforcement Learning (PCGRL) framework has recently…

Human-Computer Interaction · Computer Science 2024-09-10 Florian Rupp , Alessandro Puddu , Christian Becker-Asano , Kai Eckert

Procedural Content Generation (PCG) refers to the practice, in videogames and other games, of generating content such as levels, quests, or characters algorithmically. Motivated by the need to make games replayable, as well as to reduce…

Artificial Intelligence · Computer Science 2020-03-18 Sebastian Risi , Julian Togelius

Procedural content generation (PCG) has recently become one of the hottest topics in computational intelligence and AI game researches. Among a variety of PCG techniques, search-based approaches overwhelmingly dominate PCG development at…

Artificial Intelligence · Computer Science 2013-10-10 Jonathan Roberts , Ke Chen

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

Procedural Content Generation via Reinforcement Learning (PCGRL) has been introduced as a means by which controllable designer agents can be trained based only on a set of computable metrics acting as a proxy for the level's quality and key…

Machine Learning · Computer Science 2024-08-23 Sam Earle , Zehua Jiang , Julian Togelius

Although machine learning (ML) has been successful in automating various software engineering needs, software testing still remains a highly challenging topic. In this paper, we aim to improve the generative testing of software by directly…

Software Engineering · Computer Science 2022-02-01 Chuan-Yung Tsai , Graham W. Taylor

General game testing relies on the use of human play testers, play test scripting, and prior knowledge of areas of interest to produce relevant test data. Using deep reinforcement learning (DRL), we introduce a self-learning mechanism to…

Machine Learning · Computer Science 2021-03-31 Joakim Bergdahl , Camilo Gordillo , Konrad Tollmar , Linus Gisslén

Deep reinforcement learning (DRL) has made great achievements since proposed. Generally, DRL agents receive high-dimensional inputs at each step, and make actions according to deep-neural-network-based policies. This learning mechanism…

Multiagent Systems · Computer Science 2019-12-30 Kun Shao , Zhentao Tang , Yuanheng Zhu , Nannan Li , Dongbin Zhao

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…

Artificial Intelligence · Computer Science 2026-05-26 In-Chang Baek , Sung-Hyun Kim , Sam Earle , Zehua Jiang , Jin-Ha Noh , Julian Togelius , Kyung-Joong Kim

Procedural Content Generation (PCG) is the algorithmic generation of content, often applied to games. PCG and PCG via Machine Learning (PCGML) have appeared in published games. However, it can prove difficult to apply these approaches in…

Artificial Intelligence · Computer Science 2023-09-26 Emily Halina , Matthew Guzdial

Procedural Content Generation (PCG) is widely used to create scalable and diverse environments in games. However, existing methods, such as the Wave Function Collapse (WFC) algorithm, are often limited to static scenarios and lack the…

Artificial Intelligence · Computer Science 2025-03-14 Aniruddha Srinivas Joshi

Text-based games(TBG) are complex environments which allow users or computer agents to make textual interactions and achieve game goals.In TBG agent design and training process, balancing the efficiency and performance of the agent models…

Computation and Language · Computer Science 2022-09-13 Chen Chen , Yue Dai , Josiah Poon , Caren Han
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