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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

Procedural Content Generation via Reinforcement Learning (PCGRL) offers a method for training controllable level designer agents without the need for human datasets, using metrics that serve as proxies for level quality as rewards. Existing…

人工智能 · 计算机科学 2025-10-07 Sam Earle , Zehua Jiang , Eugene Vinitsky , Julian Togelius

The balancing process for game levels in a competitive two-player context involves a lot of manual work and testing, particularly in non-symmetrical game levels. In this paper, we propose an architecture for automated balancing of…

机器学习 · 计算机科学 2024-04-08 Florian Rupp , Manuel Eberhardinger , Kai Eckert

We investigate how reinforcement learning can be used to train level-designing agents. This represents a new approach to procedural content generation in games, where level design is framed as a game, and the content generator itself is…

机器学习 · 计算机科学 2020-08-14 Ahmed Khalifa , Philip Bontrager , Sam Earle , Julian Togelius

Procedural Content Generation via Reinforcement Learning (PCGRL) foregoes the need for large human-authored data-sets and allows agents to train explicitly on functional constraints, using computable, user-defined measures of quality…

人工智能 · 计算机科学 2022-08-16 Zehua Jiang , Sam Earle , Michael Cerny Green , Julian Togelius

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

Balancing games, especially those with asymmetric multiplayer content, requires significant manual effort and extensive human playtesting during development. For this reason, this work focuses on generating balanced levels tailored to…

机器学习 · 计算机科学 2025-04-01 Florian Rupp , Kai Eckert

We introduce a procedural content generation (PCG) framework at the intersections of experience-driven PCG and PCG via reinforcement learning, named ED(PCG)RL, EDRL in short. EDRL is able to teach RL designers to generate endless playable…

人工智能 · 计算机科学 2021-07-06 Tianye Shu , Jialin Liu , Georgios N. Yannakakis

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

Balancing is, especially among players, a highly debated topic of video games. Whether a game is sufficiently balanced greatly influences its reception, player satisfaction, churn rates and success. Yet, conceptions about the definition of…

人机交互 · 计算机科学 2023-08-16 Johannes Pfau , Magy Seif El-Nasr

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…

This survey explores Procedural Content Generation via Machine Learning (PCGML), defined as the generation of game content using machine learning models trained on existing content. As the importance of PCG for game development increases,…

Procedural Content Generation (PCG) refers to the practice, in videogames and other games, of generating content such as levels, quests, or characters algorithmically. Motivated by the need to make games replayable, as well as to reduce…

人工智能 · 计算机科学 2020-03-18 Sebastian Risi , Julian Togelius

Procedural content generation via machine learning (PCGML) in games involves using machine learning techniques to create game content such as maps and levels. 2D tile-based game levels have consistently served as a standard dataset for…

机器学习 · 计算机科学 2025-04-08 Mahsa Bazzaz , Seth Cooper

Graph data structures offer a versatile and powerful means to model relationships and interconnections in various domains, promising substantial advantages in data representation, analysis, and visualization. In games, graph-based data…

机器学习 · 计算机科学 2024-09-10 Florian Rupp , Kai Eckert

As the complexity and scope of games increase, game testing, also called playtesting, becomes an essential activity to ensure the quality of video games. Yet, the manual, ad-hoc nature of game testing leaves space for automation. In this…

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

Reward design plays a pivotal role in the training of game AIs, requiring substantial domain-specific knowledge and human effort. In recent years, several studies have explored reward generation for training game agents and controlling…

人工智能 · 计算机科学 2026-05-26 In-Chang Baek , Sung-Hyun Kim , Sam Earle , Zehua Jiang , Jin-Ha Noh , Julian Togelius , Kyung-Joong Kim

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

Procedural Content Generation via Machine Learning (PCGML) faces a significant hurdle that sets it apart from other fields, such as image or text generation, which is limited annotated data. Many existing methods for procedural level…

计算机视觉与模式识别 · 计算机科学 2023-06-30 Negar Mirgati , Matthew Guzdial
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