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Generative Adversarial Networks (GANs) can generate levels for a variety of games. This paper focuses on combining GAN-generated segments in a snaking pattern to create levels for Mega Man. Adjacent segments in such levels can be…

神经与进化计算 · 计算机科学 2021-04-14 Benjamin Capps , Jacob Schrum

Knowledge built culturally across generations allows humans to learn far more than an individual could glean from their own experience in a lifetime. Cultural knowledge in turn rests on language: language is the richest record of what…

The process of playtesting a game is subjective, expensive and incomplete. In this paper, we present a playtesting approach that explores the game space with automated agents and collects data to answer questions posed by the designers.…

人工智能 · 计算机科学 2018-11-19 Fernando de Mesentier Silva , Igor Borovikov , John Kolen , Navid Aghdaie , Kazi Zaman

The Resistance: Avalon is a partially observable social deduction game. This area of AI game playing is fairly undeveloped. Implementing an AI for this game involves multiple components specific to each phase as well as role in the game. In…

机器学习 · 计算机科学 2022-09-21 Robert Chuchro

When generating technical instructions, it is often convenient to describe complex objects in the world at different levels of abstraction. A novice user might need an object explained piece by piece, while for an expert, talking about the…

计算与语言 · 计算机科学 2020-10-09 Arne Köhn , Julia Wichlacz , Álvaro Torralba , Daniel Höller , Jörg Hoffmann , Alexander Koller

We present Word2Minecraft, a system that leverages large language models to generate playable game levels in Minecraft based on structured stories. The system transforms narrative elements-such as protagonist goals, antagonist challenges,…

计算与语言 · 计算机科学 2025-03-24 Shuo Huang , Muhammad Umair Nasir , Steven James , Julian Togelius

An important challenge in non-cooperative game theory is coordinating on a single (approximate) equilibrium from many possibilities - a challenge that becomes even more complex when players hold private information. Recommender mechanisms…

计算机科学与博弈论 · 计算机科学 2025-05-30 Bengisu Guresti , Chongjie Zhang , Yevgeniy Vorobeychik

Game design hinges on understanding how static rules and content translate into dynamic player behavior - something modern generative systems that inspect only a game's code or assets struggle to capture. We present an automated design…

人工智能 · 计算机科学 2025-07-18 Alex Zook , Josef Spjut , Jonathan Tremblay

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

Game development is a complex task involving multiple disciplines and technologies. Developers and researchers alike have suggested that AI-driven game design assistants may improve developer workflow. We present a recommender system for…

人工智能 · 计算机科学 2019-08-14 Tiago Machado , Daniel Gopstein , Oded Nov , Angela Wang , Andy Nealen , Julian Togelius

The next challenge of game AI lies in Real Time Strategy (RTS) games. RTS games provide partially observable gaming environments, where agents interact with one another in an action space much larger than that of GO. Mastering RTS games…

多智能体系统 · 计算机科学 2018-12-20 Bin Wu , Qiang Fu , Jing Liang , Peng Qu , Xiaoqian Li , Liang Wang , Wei Liu , Wei Yang , Yongsheng Liu

The game industry is challenged to cope with increasing growth in demand and game complexity while maintaining acceptable quality standards for released games. Classic approaches solely depending on human efforts for quality assurance and…

人工智能 · 计算机科学 2023-11-14 Sherif Abdelfattah , Adrian Brown , Pushi Zhang

The balancing process for game levels in a competitive two-player context involves a lot of manual work and testing, particularly in non-symmetrical game levels. In this paper, we propose an architecture for automated balancing of…

机器学习 · 计算机科学 2024-04-08 Florian Rupp , Manuel Eberhardinger , Kai Eckert

This paper introduces a surrogate model of gameplay that learns the mapping between different game facets, and applies it to a generative system which designs new content in one of these facets. Focusing on the shooter game genre, the paper…

机器学习 · 计算机科学 2021-03-30 Daniel Karavolos , Antonios Liapis , Georgios N. Yannakakis

The rise of non-linear and interactive media such as video games has increased the need for automatic movement animation generation. In this survey, we review and analyze different aspects of building automatic movement generation systems…

机器学习 · 计算机科学 2019-03-21 Omid Alemi , Philippe Pasquier

In this work, we consider the problem of procedural content generation for video game levels. Prior approaches have relied on evolutionary search (ES) methods capable of generating diverse levels, but this generation procedure is slow,…

人工智能 · 计算机科学 2022-08-01 Nicholas Muir , Steven James

In this paper, we present a technique that improves the process of training an agent (using RL) for instruction following. We develop a training curriculum that uses a nominal number of expert demonstrations and trains the agent in a manner…

机器学习 · 计算机科学 2019-12-03 Anirudh Srinivasan , Dzmitry Bahdanau , Maxime Chevalier-Boisvert , Yoshua Bengio

Recently, there have been several high-profile achievements of agents learning to play games against humans and beat them. In this paper, we study the problem of training intelligent agents in service of game development. Unlike the agents…

A level generator is a tool that generates game levels from noise. Training a generator without a dataset suffers from feedback sparsity, since it is unlikely to generate a playable level via random exploration. A common solution is shaped…

机器学习 · 计算机科学 2023-04-25 Yahia Zakaria , Magda Fayek , Mayada Hadhoud

In this work, we present TOAD-GAN (Token-based One-shot Arbitrary Dimension Generative Adversarial Network), a novel Procedural Content Generation (PCG) algorithm that generates token-based video game levels. TOAD-GAN follows the SinGAN…

机器学习 · 计算机科学 2020-08-05 Maren Awiszus , Frederik Schubert , Bodo Rosenhahn