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Procedural content generation via Machine Learning (PCGML) is the umbrella term for approaches that generate content for games via machine learning. One of the benefits of PCGML is that, unlike search or grammar-based PCG, it does not…

人工智能 · 计算机科学 2018-09-26 Matthew Guzdial , Joshua Reno , Jonathan Chen , Gillian Smith , Mark Riedl

Robotics grasping refers to the task of making a robotic system pick an object by applying forces and torques on its surface. Despite the recent advances in data-driven approaches, grasping remains an unsolved problem. Most of the works on…

机器人学 · 计算机科学 2024-04-18 Johann Huber , Oumar Sane , Alex Coninx , Faiz Ben Amar , Stephane Doncieux

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

We provide a novel approach to construct generative models for graphs. Instead of using the traditional probabilistic models or deep generative models, we propose to instead find an algorithm that generates the data. We achieve this using…

机器学习 · 计算机科学 2023-04-26 Mihai Babiac , Karolis Martinkus , Roger Wattenhofer

Recent procedural content generation via machine learning (PCGML) methods allow learning from existing content to produce similar content automatically. While these approaches are able to generate content for different games (e.g. Super…

Recent years, there has been growing interests in experience-driven procedural level generation. Various metrics have been formulated to model player experience and help generate personalised levels. In this work, we question whether…

人工智能 · 计算机科学 2022-07-06 Keyuan Zhang , Jiayu Bai , Jialin Liu

Generative adversarial networks (GANs) achieved relevant advances in the field of generative algorithms, presenting high-quality results mainly in the context of images. However, GANs are hard to train, and several aspects of the model…

神经与进化计算 · 计算机科学 2020-07-14 Victor Costa , Nuno Lourenço , João Correia , Penousal Machado

In this paper we propose a new training loop for deep reinforcement learning agents with an evolutionary generator. Evolutionary procedural content generation has been used in the creation of maps and levels for games before. Our system…

人工智能 · 计算机科学 2019-01-17 Michael Cerny Green , Benjamin Sergent , Pushyami Shandilya , Vibhor Kumar

Text-to-image diffusion models, while proficient at generating high-fidelity images, often suffer from limited output diversity, hindering their application in exploratory and ideation tasks. Existing prompt optimization techniques…

计算机视觉与模式识别 · 计算机科学 2025-11-04 Alex Inch , Passawis Chaiyapattanaporn , Yuchen Zhu , Yuan Lu , Ting-Wen Ko , Davide Paglieri

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

Quality-Diversity is a family of evolutionary algorithms that generate diverse, high-performing solutions through local competition principles inspired by natural evolution. While research has focused on improving specific aspects of…

神经与进化计算 · 计算机科学 2025-02-04 Ryan Bahlous-Boldi , Maxence Faldor , Luca Grillotti , Hannah Janmohamed , Lisa Coiffard , Lee Spector , Antoine Cully

Procedural content generation (PCG) has made substantial progress in shaping static 2D/3D geometry, while most methods treat gameplay mechanics as auxiliary and optimize only over space. We argue that this limits controllability and…

人工智能 · 计算机科学 2026-02-24 Kaijie Xu , Clark Verbrugge

Evolutionary Algorithms and Generative Deep Learning have been two of the most powerful tools for sound generation tasks. However, they have limitations: Evolutionary Algorithms require complicated designs, posing challenges in control and…

声音 · 计算机科学 2024-04-23 Jinyue Guo , Anna-Maria Christodoulou , Balint Laczko , Kyrre Glette

The attempt to utilize machine learning in PCG has been made in the past. In this survey paper, we investigate how generative artificial intelligence (AI), which saw a significant increase in interest in the mid-2010s, is being used for…

人工智能 · 计算机科学 2024-07-15 Xinyu Mao , Wanli Yu , Kazunori D Yamada , Michael R. Zielewski

Automatically adapting game content to players opens new doors for game development. In this paper we propose an architecture using persona agents and experience metrics, which enables evolving procedurally generated levels tailored for…

人工智能 · 计算机科学 2021-12-09 Pedro M. Fernandes , Jonathan Jørgensen , Niels N. T. G. Poldervaart

Generating tests for games is challenging due to the high degree of randomisation inherent to games and hard-to-reach program states that require sophisticated gameplay. The test generator NEATEST tackles these challenges by combining…

软件工程 · 计算机科学 2025-01-15 Patric Feldmeier , Katrin Schmelz , Gordon Fraser

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

Several families of continual learning techniques have been proposed to alleviate catastrophic interference in deep neural network training on non-stationary data. However, a comprehensive comparison and analysis of limitations remains…

机器学习 · 计算机科学 2021-12-14 Timm Hess , Martin Mundt , Iuliia Pliushch , Visvanathan Ramesh

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

One of the main motivations for the use of competitive coevolution systems is their ability to capitalise on arms races between competing species to evolve increasingly sophisticated solutions. Such arms races can, however, be hard to…

神经与进化计算 · 计算机科学 2017-03-14 Jorge Gomes , Pedro Mariano , Anders Lyhne Christensen