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相关论文: Illuminating the Space of Enemies Through MAP-Elit…

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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

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

Creatures in the real world constantly encounter new and diverse challenges they have never seen before. They will often need to adapt to some of these tasks and solve them in order to survive. This almost endless world of novel challenges…

神经与进化计算 · 计算机科学 2023-05-03 Emma Stensby Norstein , Kai Olav Ellefsen , Kyrre Glette

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 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

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

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

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 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

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

Protecting against adversarial attacks is a common multiagent problem. Attackers in the real world are predominantly human actors, and the protection methods often incorporate opponent models to improve the performance when facing humans.…

人工智能 · 计算机科学 2023-11-29 David Milec , Viliam Lisý , Christopher Kiekintveld

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

We propose Multi-Task Multi-Behavior MAP-Elites, a variant of MAP-Elites that finds a large number of high-quality solutions for a large set of tasks (optimization problems from a given family). It combines the original MAP-Elites for the…

神经与进化计算 · 计算机科学 2024-04-05 Anne , Mouret

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

In mixed-initiative co-creation tasks, wherein a human and a machine jointly create items, it is important to provide multiple relevant suggestions to the designer. Quality-diversity algorithms are commonly used for this purpose, as they…

神经与进化计算 · 计算机科学 2023-04-18 Roberto Gallotta , Kai Arulkumaran , L. B. Soros

Maps are a very important component of strategy games, and a time-consuming task if done by hand. Maps generated by traditional PCG techniques such as Perlin noise or tile-based PCG techniques look unnatural and unappealing, thus not…

机器学习 · 计算机科学 2023-01-10 Vasco Nunes , João Dias , Pedro A. Santos

This paper presents a novel approach to procedural generation of urban maps for First Person Shooter (FPS) games. A multi-agent evolutionary system is employed to place streets, buildings and other items inside the Unity3D game engine,…

人工智能 · 计算机科学 2016-04-21 Jan Kruse , Ricardo Sosa , Andy M. Connor

Many games feature a progression of levels that doesn't adapt to the player. This can be problematic because some players may get stuck if the progression is too difficult, while others may find it boring if the progression is too slow to…

人工智能 · 计算机科学 2023-04-28 Colan F. Biemer , Seth Cooper

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
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