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Search-based procedural content generation (PCG) is a well-known method for level generation in games. Its key advantage is that it is generic and able to satisfy functional constraints. However, due to the heavy computational costs to run…

人工智能 · 计算机科学 2022-08-26 Ahmed Khalifa , Michael Cerny Green , Julian Togelius

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

Procedural content generation (PCG) is a growing field, with numerous applications in the video game industry and great potential to help create better games at a fraction of the cost of manual creation. However, much of the work in PCG is…

Task environments developed in Minecraft are becoming increasingly popular for artificial intelligence (AI) research. However, most of these are currently constructed manually, thus failing to take advantage of procedural content generation…

人工智能 · 计算机科学 2023-01-09 Adarsh Pyarelal , Aditya Banerjee , Kobus Barnard

We propose the Interactive Constrained MAP-Elites, a quality-diversity solution for game content generation, implemented as a new feature of the Evolutionary Dungeon Designer: a mixed-initiative co-creativity tool for designing dungeons.…

人工智能 · 计算机科学 2021-02-10 Alberto Alvarez , Steve Dahlskog , Jose Font , Julian Togelius

Procedural content generation (PCG) concerns all sorts of algorithms and tools which automatically produce game content, without requiring manual authoring by game artists. Besides generating com-plex static meshes, the PCG core usually…

图形学 · 计算机科学 2018-08-02 Anthony Savidis

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

Machine learning has been a popular tool in many different fields, including procedural content generation. However, procedural content generation via machine learning (PCGML) approaches can struggle with controllability and coherence. In…

机器学习 · 计算机科学 2021-07-28 Kynan Sorochan , Jerry Chen , Yakun Yu , Matthew Guzdial

Procedural Content Generation (PCG) is defined as the automatic creation of game content using algorithms. PCG has a long history in both the game industry and the academic world. It can increase player engagement and ease the work of game…

人工智能 · 计算机科学 2025-02-06 Mahdi Farrokhi Maleki , Richard Zhao

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

Procedural Content Generation via Machine Learning (PCGML) has enhanced game content creation, yet challenges in controllability and limited training data persist. This study addresses these issues by distilling a constructive PCG algorithm…

Co-creative Procedural Content Generation via Machine Learning (PCGML) refers to systems where a PCGML agent and a human work together to produce output content. One of the limitations of co-creative PCGML is that it requires co-creative…

机器学习 · 计算机科学 2021-07-28 Zisen Zhou , Matthew Guzdial

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

Techniques for procedural content generation via machine learning (PCGML) have been shown to be useful for generating novel game content. While used primarily for producing new content in the style of the game domain used for training,…

机器学习 · 计算机科学 2020-09-15 Anurag Sarkar , Adam Summerville , Sam Snodgrass , Gerard Bentley , Joseph Osborn

Behavior trees (BTs) are a popular method for modeling NPC and enemy AI behavior and have been widely used in commercial games. In this work, rather than use BTs to model game playing agents, we use them for modeling game design agents,…

人工智能 · 计算机科学 2021-10-11 Anurag Sarkar , Seth Cooper

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

This paper introduces a fully automatic method of mechanic illumination for general video game level generation. Using the Constrained MAP-Elites algorithm and the GVG-AI framework, this system generates the simplest tile based levels that…

人工智能 · 计算机科学 2022-08-25 M Charity , Michael Cerny Green , Ahmed Khalifa , Julian Togelius

Serious Games (SGs) are nowadays shifting focus to include procedural content generation (PCG) in the development process as a means of offering personalized and enhanced player experience. However, the development of a framework to assess…

The evaluation of procedural content generation (PCG) systems for generating video game levels is a complex and contested topic. Ideally, the field would have access to robust, generalisable and widely accepted evaluation approaches that…

人机交互 · 计算机科学 2024-04-30 Oliver Withington , Michael Cook , Laurissa Tokarchuk

Procedural Content Generation (PCG) is the algorithmic generation of content, often applied to games. PCG and PCG via Machine Learning (PCGML) have appeared in published games. However, it can prove difficult to apply these approaches in…

人工智能 · 计算机科学 2023-09-26 Emily Halina , Matthew Guzdial
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