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Procedural story generation (PCG) tailors a unique narrative experience for a player and can be accomplished via multiple techniques, from matching storylets to grammar-based generation. There exists a rich opportunity for evolutionary…

软件工程 · 计算机科学 2021-03-15 Erik M. Fredericks , Byron DeVries

Machine learning for procedural content generation has recently become an active area of research. Levels vary in both form and function and are mostly unrelated to each other across games. This has made it difficult to assemble suitably…

人工智能 · 计算机科学 2021-08-11 Philip Bontrager , 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

Procedural Content Generation (PCG) enables game content to be created algorithmically without direct manual level-design effort, but it introduces a serious evaluation problem: generated content may become unbalanced, blocked, repetitive,…

人工智能 · 计算机科学 2026-05-05 Rishabh Kar

The automated generation of interactive 3D cities is a critical challenge with broad applications in autonomous driving, virtual reality, and embodied intelligence. While recent advances in generative models and procedural techniques have…

计算机视觉与模式识别 · 计算机科学 2026-03-02 Zishan Liu , Zecong Tang , RuoCheng Wu , Xinzhe Zheng , Jingyu Hu , Ka-Hei Hui , Haoran Xie , Bo Dai , Zhengzhe Liu

Procedural content generation via machine learning (PCGML) is the process of procedurally generating game content using models trained on existing game content. PCGML methods can struggle to capture the true variance present in underlying…

机器学习 · 计算机科学 2021-07-28 Bowei Li , Ruohan Chen , Yuqing Xue , Ricky Wang , Wenwen Li , Matthew Guzdial

Procedural content generation in video games has a long history. Existing procedural content generation methods, such as search-based, solver-based, rule-based and grammar-based methods have been applied to various content types such as…

人工智能 · 计算机科学 2020-10-12 Jialin Liu , Sam Snodgrass , Ahmed Khalifa , Sebastian Risi , Georgios N. Yannakakis , Julian Togelius

Procedural content generation via machine learning (PCGML) is typically framed as the task of fitting a generative model to full-scale examples of a desired content distribution. This approach presents a fundamental tension: the more design…

机器学习 · 计算机科学 2018-09-13 Isaac Karth , Adam M. Smith

Recently, procedural content generation has exhibited considerable advancements in the domain of 2D game level generation such as Super Mario Bros. and Sokoban through large language models (LLMs). To further validate the capabilities of…

人工智能 · 计算机科学 2024-06-14 Shiying Hu , Zengrong Huang , Chengpeng Hu , Jialin Liu

We introduce the concept of Procedural Content Generation via Knowledge Transformation (PCG-KT), a new lens and framework for characterizing PCG methods and approaches in which content generation is enabled by the process of knowledge…

人工智能 · 计算机科学 2023-05-02 Anurag Sarkar , Matthew Guzdial , Sam Snodgrass , Adam Summerville , Tiago Machado , Gillian Smith

Creatively translating complex gameplay ideas into executable artifacts (e.g., games as Unity projects and code) remains a central challenge in computational game creativity. Gameplay design patterns provide a structured representation for…

人工智能 · 计算机科学 2026-05-01 Hugh Xuechen Liu , Kıvanç Tatar

Embodied intelligence requires high-fidelity simulation environments to support perception and decision-making, yet existing platforms often suffer from data contamination and limited flexibility. To mitigate this, we propose…

计算机视觉与模式识别 · 计算机科学 2026-05-01 Lechao Zhang , Haoran Xu , Jingyu Gong , Xuhong Wang , Yuan Xie , Xin Tan

Procedural generation is used across game design to achieve a wide variety of ends, and has led to the creation of several game subgenres by injecting variance, surprise or unpredictability into otherwise static designs. Information games…

人工智能 · 计算机科学 2020-04-07 Michael Cook

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

We develop a probabilistic graphical model (PGM) for artificially intelligent (AI) agents to infer human beliefs during a simulated urban search and rescue (USAR) scenario executed in a Minecraft environment with a team of three players.…

机器学习 · 计算机科学 2023-10-20 Paulo Soares , Adarsh Pyarelal , Kobus Barnard

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 the Minecraft Collaborative Building Task, two players collaborate: an Architect (A) provides instructions to a Builder (B) to assemble a specified structure using 3D blocks. In this work, we investigate the use of large language models…

计算与语言 · 计算机科学 2024-06-26 Chalamalasetti Kranti , Sherzod Hakimov , David Schlangen

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

This paper focuses on procedurally generating rules and communicating them to players to adjust the difficulty. This is part of a larger project to collect and adapt games in educational games for young children using a digital puzzle game…

人机交互 · 计算机科学 2025-03-20 Thomas Volden , Djordje Grbic , Paolo Burelli

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