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Procedural Content Generation via Reinforcement Learning (PCGRL) has been introduced as a means by which controllable designer agents can be trained based only on a set of computable metrics acting as a proxy for the level's quality and key…

机器学习 · 计算机科学 2024-08-23 Sam Earle , Zehua Jiang , Julian Togelius

We present initial research towards procedural generation of Simplified Boardgames and translating them into an efficient GDL code. This is a step towards establishing Simplified Boardgames as a comparison class for General Game Playing…

人工智能 · 计算机科学 2015-08-04 Jakub Kowalski , Marek Szykuła

Constraint-based game content generators that learn local constraints from existing content, such as Wave Function Collapse (WFC), can generate visually satisfying game levels but face challenges in guaranteeing global properties, such as…

人工智能 · 计算机科学 2026-05-14 Debosmita Bhaumik , Julian Togelius , Georgios N. Yannakakis , Ahmed Khalifa

Procedural content generation (PCG) has recently become one of the hottest topics in computational intelligence and AI game researches. Among a variety of PCG techniques, search-based approaches overwhelmingly dominate PCG development at…

人工智能 · 计算机科学 2013-10-10 Jonathan Roberts , Ke Chen

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

Learning behavior in legged robots presents a significant challenge due to its inherent instability and complex constraints. Recent research has proposed the use of a large language model (LLM) to generate reward functions in reinforcement…

机器人学 · 计算机科学 2025-07-01 Runhao Zeng , Dingjie Zhou , Qiwei Liang , Junlin Liu , Hui Li , Changxin Huang , Jianqiang Li , Xiping Hu , Fuchun Sun

Large Language Models (LLMs) have shown great ability in generating executable code from natural language, opening the possibility of automatically constructing environments for AI agents. Recent work on Code World Models (CWMs)…

人工智能 · 计算机科学 2026-05-26 Tyrone Serapio , Arjun Prakash , Haoyang Xu , Kevin Wang , Amy Greenwald

Procedurally generated video game content has the potential to drastically reduce the content creation budget of game developers and large studios. However, adoption is hindered by limitations such as slow generation, as well as low quality…

神经与进化计算 · 计算机科学 2022-04-15 Michael Beukman , Christopher W Cleghorn , Steven James

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

The balancing process for game levels in competitive two-player contexts involves a lot of manual work and testing, particularly for non-symmetrical game levels. In this work, we frame game balancing as a procedural content generation task…

机器学习 · 计算机科学 2025-03-25 Florian Rupp , Manuel Eberhardinger , Kai Eckert

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

Large Language Models (LLMs) have shown strong potential for narrative generation, but their use in complex, multi-layered role-playing game (RPG) worlds is still limited by issues of coherence, controllability, and structural consistency.…

计算与语言 · 计算机科学 2026-04-29 Dominik Borawski , Marta Szulc , Robert Chudy , Małgorzata Giedrowicz , Piotr Mironowicz

Procedural content generation via machine learning (PCGML) has shown success at producing new video game content with machine learning. However, the majority of the work has focused on the production of static game content, including game…

人工智能 · 计算机科学 2020-10-06 Nazanin Yousefzadeh Khameneh , Matthew Guzdial

Game development is a highly specialized task that relies on a complex game engine powered by complex programming languages, preventing many gaming enthusiasts from handling it. This paper introduces the Chat Game Engine (ChatGE) powered by…

人工智能 · 计算机科学 2024-12-17 Jiale Hong , Hongqiu Wu , Hai Zhao

Game Description Language (GDL) provides a standardized way to express diverse games in a machine-readable format, enabling automated game simulation, and evaluation. While previous research has explored game description generation using…

人工智能 · 计算机科学 2025-01-23 Tsunehiko Tanaka , Edgar Simo-Serra

We explore AI-powered upscaling as a design assistance tool in the context of creating 2D game levels. Deep neural networks are used to upscale artificially downscaled patches of levels from the puzzle platformer game Lode Runner. The…

机器学习 · 计算机科学 2023-08-04 Debosmita Bhaumik , Julian Togelius , Georgios N. Yannakakis , Ahmed Khalifa

Game Description Generation (GDG) is the task of generating a game description written in a Game Description Language (GDL) from natural language text. Previous studies have explored generation methods leveraging the contextual…

计算与语言 · 计算机科学 2025-06-30 Tsunehiko Tanaka , Edgar Simo-Serra

Procedural content generation (PCG) has become an increasingly popular technique in game development, allowing developers to generate dynamic, replayable, and scalable environments with reduced manual effort. In this study, a novel method…

人工智能 · 计算机科学 2025-10-20 Miraç Buğra Özkan

The past decade has seen a rapid increase in the level of research interest in procedural content generation (PCG) for digital games, and there are now numerous research avenues focused on new approaches for driving and applying PCG…

人机交互 · 计算机科学 2022-10-06 Oliver Withington , Laurissa Tokarchuk

Procedurally generating cohesive and interesting game environments is challenging and time-consuming. In order for the relationships between the game elements to be natural, common-sense has to be encoded into arrangement of the elements.…