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相关论文: Super Mario as a String: Platformer Level Generati…

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Recently, the emergence of large language models (LLMs) has unlocked new opportunities for procedural content generation. However, recent attempts mainly focus on level generation for specific games with defined game rules such as Super…

人工智能 · 计算机科学 2024-05-31 Chengpeng Hu , Yunlong Zhao , Jialin Liu

This paper presents a level generation method for Super Mario by stitching together pre-generated "scenes" that contain specific mechanics, using mechanic-sequences from agent playthroughs as input specifications. Given a sequence of…

人工智能 · 计算机科学 2020-02-11 Michael Cerny Green , Luvneesh Mugrai , Ahmed Khalifa , Julian Togelius

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…

人工智能 · 计算机科学 2019-04-22 Ahmed Khalifa , Michael Cerny Green , Gabriella Barros , Julian Togelius

Machine learning has been a popular tool in many different fields, including procedural content generation. However, procedural content generation via machine learning (PCGML) approaches can struggle with controllability and coherence. In…

机器学习 · 计算机科学 2021-07-28 Kynan Sorochan , Jerry Chen , Yakun Yu , Matthew Guzdial

Generative Adversarial Networks (GANs) are a machine learning approach capable of generating novel example outputs across a space of provided training examples. Procedural Content Generation (PCG) of levels for video games could benefit…

人工智能 · 计算机科学 2018-05-03 Vanessa Volz , Jacob Schrum , Jialin Liu , Simon M. Lucas , Adam Smith , Sebastian Risi

Algorithms that generate computer game content require game design knowledge. We present an approach to automatically learn game design knowledge for level design from gameplay videos. We further demonstrate how the acquired design…

人工智能 · 计算机科学 2016-02-26 Matthew Guzdial , Mark Riedl

We present an approach to generate novel computer game levels that blend different game concepts in an unsupervised fashion. Our primary contribution is an analogical reasoning process to construct blends between level design models learned…

人工智能 · 计算机科学 2016-03-10 Matthew Guzdial , Mark Riedl

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…

机器学习 · 计算机科学 2021-10-08 Mrunal Jadhav , Matthew Guzdial

Procedural Content Generation (PCG) is a technique to generate complex and diverse environments in an automated way. However, while generating content with PCG methods is often straightforward, generating meaningful content that reflects…

Large Language Models (LLMs) are powerful tools, capable of leveraging their training on natural language to write stories, generate code, and answer questions. But can they generate functional video game levels? Game levels, with their…

人工智能 · 计算机科学 2023-06-02 Graham Todd , Sam Earle , Muhammad Umair Nasir , Michael Cerny Green , Julian Togelius

Procedural Level Generation via Machine Learning (PLGML), the study of generating game levels with machine learning, has received a large amount of recent academic attention. For certain measures these approaches have shown success at…

人工智能 · 计算机科学 2018-09-26 Matthew Guzdial , Nicholas Liao , Mark Riedl

Procedural content generation via machine learning (PCGML) is the process of procedurally generating game content using models trained on existing game content. PCGML methods can struggle to capture the true variance present in underlying…

机器学习 · 计算机科学 2021-07-28 Bowei Li , Ruohan Chen , Yuqing Xue , Ricky Wang , Wenwen Li , Matthew Guzdial

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…

人工智能 · 计算机科学 2018-10-02 Michael Cerny Green , Ahmed Khalifa , Gabriella A. B. Barros , Andy Nealen , Julian Togelius

Levels are a key component of many different video games, and a large body of work has been produced on how to procedurally generate game levels. Recently, Machine Learning techniques have been applied to video game level generation towards…

人机交互 · 计算机科学 2016-07-05 Adam James Summerville , Sam Snodgrass , Michael Mateas , Santiago Ontañón

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…

Recent years, there has been growing interests in experience-driven procedural level generation. Various metrics have been formulated to model player experience and help generate personalised levels. In this work, we question whether…

人工智能 · 计算机科学 2022-07-06 Keyuan Zhang , Jiayu Bai , Jialin Liu

Recent research shows how diffusion models can unconditionally generate tile-based game levels, but use of diffusion models for text-to-level generation is underexplored. There are practical considerations for creating a usable model:…

机器学习 · 计算机科学 2025-08-18 Jacob Schrum , Olivia Kilday , Emilio Salas , Bess Hagan , Reid Williams

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,…

人工智能 · 计算机科学 2022-08-23 Colan Biemer , Seth Cooper

Techniques for procedural content generation via machine learning (PCGML) have been shown to be useful for generating novel game content. While used primarily for producing new content in the style of the game domain used for training,…

机器学习 · 计算机科学 2020-09-15 Anurag Sarkar , Adam Summerville , Sam Snodgrass , Gerard Bentley , Joseph Osborn

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…

人工智能 · 计算机科学 2021-04-14 Takumi Tanabe , Kazuto Fukuchi , Jun Sakuma , Youhei Akimoto
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