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We describe a search-based approach to generating new levels for bullet hell games, which are action games characterized by and requiring avoidance of a very large amount of projectiles. Levels are represented using a domain-specific…

人工智能 · 计算机科学 2018-06-15 Ahmed Khalifa , Scott Lee , Andy Nealen , Julian Togelius

We introduce GVGAI-LLM, a video game benchmark for evaluating the reasoning and problem-solving capabilities of large language models (LLMs). Built on the General Video Game AI framework, it features a diverse collection of arcade-style…

人工智能 · 计算机科学 2026-05-19 Yuchen Li , Cong Lin , Muhammad Umair Nasir , Philip Bontrager , Jialin Liu , Julian Togelius

Many fields use search algorithms, which automatically explore a search space to find high-performing solutions: chemists search through the space of molecules to discover new drugs; engineers search for stronger, cheaper, safer designs,…

人工智能 · 计算机科学 2015-04-21 Jean-Baptiste Mouret , Jeff Clune

Quality-Diversity (QD) algorithms seek to discover diverse, high-performing solutions across a behavior space, in contrast to conventional optimization methods that target a single optimum. Adversarial problems present unique challenges for…

神经与进化计算 · 计算机科学 2026-05-11 Timothée Anne , Noah Syrkis , Meriem Elhosni , Florian Turati , Franck Legendre , Alain Jaquier , Sebastian Risi

We introduce GamEDAI, a hierarchical multi-agent framework that transforms instructor-provided questions into fully playable, pedagogically grounded educational games validated through formal mechanic contracts. Built on phase-based…

人工智能 · 计算机科学 2026-05-11 Shiven Agarwal , Yash Shah , Ashish Raj Shekhar , Priyanuj Bordoloi , Vivek Gupta

The recent advances in language-based generative models have paved the way for the orchestration of multiple generators of different artefact types (text, image, audio, etc.) into one system. Presently, many open-source pre-trained models…

神经与进化计算 · 计算机科学 2024-03-13 Marvin Zammit , Antonios Liapis , Georgios N. Yannakakis

Procedurally generated levels created by machine learning models can be unsolvable without further editing. Various methods have been developed to automatically repair these levels by enforcing hard constraints during the post-processing…

人工智能 · 计算机科学 2024-11-05 Mahsa Bazzaz , Seth Cooper

Prior research has shown variational autoencoders (VAEs) to be useful for generating and blending game levels by learning latent representations of existing level data. We build on such models by exploring the level design affordances and…

机器学习 · 计算机科学 2020-10-16 Anurag Sarkar , Zhihan Yang , Seth Cooper

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

Modern game development faces significant challenges in creativity and cost due to predetermined content in traditional game engines. Recent breakthroughs in video generation models, capable of synthesizing realistic and interactive virtual…

计算机视觉与模式识别 · 计算机科学 2025-05-30 Jiwen Yu , Yiran Qin , Haoxuan Che , Quande Liu , Xintao Wang , Pengfei Wan , Di Zhang , Xihui Liu

We design a novel algorithm for solving Mean-Payoff Games (MPGs). Besides solving an MPG in the usual sense, our algorithm computes more information about the game, information that is important with respect to applications. The weights of…

计算机科学与博弈论 · 计算机科学 2010-06-09 Luboš Brim , Jakub Chaloupka

Game level editing is the process of constructing a full game level starting from 3D asset libraries, e.g. 3d models, textures, shaders, scripts. In level editing, designers define the look and behavior of the whole level by placing…

图形学 · 计算机科学 2016-03-03 Christian Santoni , Gabriele Salvati , Valentina Tibaldo , Fabio Pellacini

We present gg-bench, a collection of game environments designed to evaluate general reasoning capabilities in language models. Unlike most static benchmarks, gg-bench is a data generating process where new evaluation instances can be…

人工智能 · 计算机科学 2025-05-13 Vivek Verma , David Huang , William Chen , Dan Klein , Nicholas Tomlin

In this paper, we present a method for automated persona-driven video game tutorial level generation. Tutorial levels are scenarios in which the player can explore and discover different rules and game mechanics. Procedural personas can…

人工智能 · 计算机科学 2022-04-12 Michael Cerny Green , Ahmed Khalifa , M Charity , Julian Togelius

We present practical approaches of using deep learning to create and enhance level maps and textures for video games -- desktop, mobile, and web. We aim to present new possibilities for game developers and level artists. The task of…

计算机视觉与模式识别 · 计算机科学 2021-07-16 Piotr Migdał , Bartłomiej Olechno , Błażej Podgórski

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

Game level blending via machine learning, the process of combining features of game levels to create unique and novel game levels using Procedural Content Generation via Machine Learning (PCGML) techniques, has gained increasing popularity…

机器学习 · 计算机科学 2023-06-30 Venkata Sai Revanth Atmakuri , Seth Cooper , Matthew Guzdial

The General Video Game AI (GVGAI) competition and its associated software framework provides a way of benchmarking AI algorithms on a large number of games written in a domain-specific description language. While the competition has seen…

机器学习 · 计算机科学 2018-06-08 Ruben Rodriguez Torrado , Philip Bontrager , Julian Togelius , Jialin Liu , Diego Perez-Liebana

Procedural terrain generation for video games has been traditionally been done with smartly designed but handcrafted algorithms that generate heightmaps. We propose a first step toward the learning and synthesis of these using recent…

机器学习 · 统计学 2017-07-12 Christopher Beckham , Christopher Pal

We present Deep Illumination, a novel machine learning technique for approximating global illumination (GI) in real-time applications using a Conditional Generative Adversarial Network. Our primary focus is on generating indirect…

图形学 · 计算机科学 2018-05-24 Manu Mathew Thomas , Angus G. Forbes