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This paper presents an integration of a game system and the art therapy concept for promoting the mental well-being of video game players. In the proposed game system, the player plays an Angry-Birds-like game in which levels in the game…

人机交互 · 计算机科学 2019-11-11 Zhou Fang , Pujana Paliyawan , Ruck Thawonmas , Tomohiro Harada

Deep reinforcement learning (RL) has shown impressive results in a variety of domains, learning directly from high-dimensional sensory streams. However, when neural networks are trained in a fixed environment, such as a single level in a…

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

This paper provides a detailed investigation of using the Kullback-Leibler (KL) Divergence as a way to compare and analyse game-levels, and hence to use the measure as the objective function of an evolutionary algorithm to evolve new…

神经与进化计算 · 计算机科学 2019-05-14 Simon M. Lucas , Vanessa Volz

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

Deep generative models like VAEs and diffusion models have advanced various generation tasks by leveraging latent variables to learn data distributions and generate high-quality samples. Despite the field of explainable AI making strides in…

机器学习 · 计算机科学 2025-12-22 Mengdan Zhu , Raasikh Kanjiani , Jiahui Lu , Andrew Choi , Qirui Ye , Liang Zhao

Automatically generating novel and interesting games is a complex task. Challenges include representing game rules in a computationally workable form, searching through the large space of potential games under most such representations, and…

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…

人工智能 · 计算机科学 2025-10-07 Sam Earle , Zehua Jiang , Eugene Vinitsky , Julian Togelius

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

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…

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

Deep generative models can automatically create content of diverse types. However, there are no guarantees that such content will satisfy the criteria necessary to present it to end-users and be functional, e.g. the generated levels could…

机器学习 · 计算机科学 2022-06-02 Miguel González-Duque , Rasmus Berg Palm , Søren Hauberg , Sebastian Risi

Methods for dynamic difficulty adjustment allow games to be tailored to particular players to maximize their engagement. However, current methods often only modify a limited set of game features such as the difficulty of the opponents, or…

人工智能 · 计算机科学 2020-06-29 Miguel González-Duque , Rasmus Berg Palm , David Ha , Sebastian Risi

We train a reinforcement learner to play a simplified version of the game Angry Birds. The learner is provided with a game state in a manner similar to the output that could be produced by computer vision algorithms. We improve on the…

人工智能 · 计算机科学 2016-01-08 Imanol Arrieta Ibarra , Bernardo Ramos , Lars Roemheld

This research introduces Procedural Artificial Narrative using Generative AI (PANGeA), a structured approach for leveraging large language models (LLMs), guided by a game designer's high-level criteria, to generate narrative content for…

人工智能 · 计算机科学 2024-07-11 Steph Buongiorno , Lawrence Jake Klinkert , Tanishq Chawla , Zixin Zhuang , Corey Clark

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

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…

人工智能 · 计算机科学 2021-07-06 Tianye Shu , Jialin Liu , Georgios N. Yannakakis

Text-to-level generation aims to translate natural language descriptions into structured game levels, enabling intuitive control over procedural content generation. While prior text-to-level generators are typically limited to a single game…

人工智能 · 计算机科学 2026-04-01 In-Chang Baek , Jiyun Jung , Geum-Hwan Hwang , Sung-Hyun Kim , Kyung-Joong Kim

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

Angry Birds is a popular video game in which the player is provided with a sequence of birds to shoot from a slingshot. The task of the game is to destroy all green pigs with maximum possible score. Angry Birds appears to be a difficult…

人工智能 · 计算机科学 2019-10-15 Ekaterina Nikonova , Jakub Gemrot