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Procedural Content Generation (PCG) methods are valuable tools to speed up the game development process. Moreover, PCG may also present in games as features, such as the procedural dungeon generation (PDG) in Moonlighter (Digital Sun,…

人工智能 · 计算机科学 2022-04-08 Breno M. F. Viana , Leonardo T. Pereira , Claudio F. M. Toledo

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…

Several works have demonstrated the use of variational autoencoders (VAEs) for generating levels in the style of existing games and blending levels across different games. Further, quality-diversity (QD) algorithms have also become popular…

机器学习 · 计算机科学 2021-07-23 Anurag Sarkar , Seth Cooper

Action-Adventure games have several challenges to overcome, where the most common are enemies. The enemies' goal is to hinder the players' progression by taking life points, and the way they hinder this progress is distinct for different…

人工智能 · 计算机科学 2022-05-09 Breno M. F. Viana , Leonardo T. Pereira , Claudio F. M. Toledo

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

We present a new concept called Game Mechanic Alignment theory as a way to organize game mechanics through the lens of systemic rewards and agential motivations. By disentangling player and systemic influences, mechanics may be better…

人工智能 · 计算机科学 2021-08-12 Michael Cerny Green , Ahmed Khalifa , Philip Bontrager , Rodrigo Canaan , 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

This paper introduces a fully automatic method for generating video game tutorials. The AtDELFI system (AuTomatically DEsigning Legible, Full Instructions for games) was created to investigate procedural generation of instructions that…

We propose the use of quality-diversity algorithms for mixed-initiative game content generation. This idea is implemented as a new feature of the Evolutionary Dungeon Designer, a system for mixed-initiative design of the type of levels you…

人工智能 · 计算机科学 2020-03-06 Alberto Alvarez , Steve Dahlskog , Jose Font , Julian Togelius

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

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…

Variational autoencoders (VAEs) have been shown to be able to generate game levels but require manual exploration of the learned latent space to generate outputs with desired attributes. While conditional VAEs address this by allowing…

机器学习 · 计算机科学 2020-09-22 Zhihan Yang , Anurag Sarkar , Seth Cooper

We present a method of generating diverse collections of neural cellular automata (NCA) to design video game levels. While NCAs have so far only been trained via supervised learning, we present a quality diversity (QD) approach to…

神经与进化计算 · 计算机科学 2022-02-21 Sam Earle , Justin Snider , Matthew C. Fontaine , Stefanos Nikolaidis , Julian Togelius

Workforce Scheduling and Routing Problems (WSRP) are very common in many practical domains, and usually, have a number of objectives. Illumination algorithms such as Map-Elites (ME) have recently gained traction in application to {\em…

人工智能 · 计算机科学 2018-05-30 Neil Urquhart , Emma Hart

The General Video Game Artificial Intelligence (GVGAI) competition has been running for several years with various tracks. This paper focuses on the challenge of the GVGAI learning track in which 3 games are selected and 2 levels are given…

人工智能 · 计算机科学 2020-05-25 Martin Balla , Simon M. Lucas , Diego Perez-Liebana

Constrained optimization problems are often characterized by multiple constraints that, in the practice, must be satisfied with different tolerance levels. While some constraints are hard and as such must be satisfied with zero-tolerance,…

神经与进化计算 · 计算机科学 2020-12-21 Stefano Fioravanzo , Giovanni Iacca

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

Variational autoencoders (VAEs) have been used in prior works for generating and blending levels from different games. To add controllability to these models, conditional VAEs (CVAEs) were recently shown capable of generating output that…

机器学习 · 计算机科学 2021-06-25 Anurag Sarkar , Seth Cooper

We introduce the General Video Game Rule Generation problem, and the eponymous software framework which will be used in a new track of the General Video Game AI (GVGAI) competition. The problem is, given a game level as input, to generate…

人工智能 · 计算机科学 2019-06-13 Ahmed Khalifa , Michael Cerny Green , Diego Perez-Liebana , Julian Togelius

General Video Game Playing (GVGP) aims at designing an agent that is capable of playing multiple video games with no human intervention. In 2014, The General Video Game AI (GVGAI) competition framework was created and released with the…

人工智能 · 计算机科学 2019-02-25 Diego Perez-Liebana , Jialin Liu , Ahmed Khalifa , Raluca D. Gaina , Julian Togelius , Simon M. Lucas
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