Literally Unplayable: On Constraint-Based Generation of Uncompletable Levels

S Cooper, M Bazzaz - Proceedings of the 19th International Conference …, 2024 - dl.acm.org
Most research in procedural content generation has, understandably, focused on generating
levels that are completable—that is, levels where it is possible for a player to complete them …

A mixed-initiative design framework for procedural content generation using reinforcement learning

PVM Dutra, SM Villela, RF Neto - Entertainment Computing, 2025 - Elsevier
Currently, there are a significant and growing number of games and players. Creating digital
games becomes a challenging task, as manual game development is costly and time …

Sturgeon-MKIII: Simultaneous level and example playthrough generation via constraint satisfaction with tile rewrite rules

S Cooper - Proceedings of the 18th International Conference on …, 2023 - dl.acm.org
Completability is a key aspect of procedural level generation. In this work, we present a
constraint-based approach to level generation for 2D tile-based games that simultaneously …

A hybrid meta-heuristic for the generation of feasible large-scale course timetables using instance decomposition

J Almeida, JR Figueira, AP Francisco… - arXiv preprint arXiv …, 2023 - arxiv.org
This study introduces a hybrid meta-heuristic for generating feasible course timetables in
large-scale scenarios. We conducted tests using our university's instances. The current …

Sturgeon-MKIV: constraint-based level and playthrough generation with graph label rewrite rules

S Cooper, M Bazzaz - Proceedings of the AAAI Conference on Artificial …, 2024 - ojs.aaai.org
Procedurally generated game levels should be completable. The representation used for
levels and game mechanics impacts the types of games for which different techniques can …

The Quest for Content: A Survey of Search-Based Procedural Content Generation for Video Games

M Zamorano, C Cetina, F Sarro - arXiv preprint arXiv:2311.04710, 2023 - arxiv.org
Video games demand is constantly increasing, which requires the costly production of large
amounts of content. Towards this challenge, researchers have developed Search-Based …

Procedural content generation using reinforcement learning and entropy measure as feedback

PVM Dutra, SM Villela, RF Neto - 2022 21st Brazilian …, 2022 - ieeexplore.ieee.org
In this work, we investigate how we can approach procedural content generation with
reinforcement learning and mixed-initiative design. A second question discussed here is …

2-Step Evolutionary Algorithm for the generation of dungeons with lock door missions using horizontal symmetry

F Dumont, MC Riff - Proceedings of the Genetic and Evolutionary …, 2024 - dl.acm.org
This paper introduces a novel two-step evolutionary algorithm (2-Step EA) for the procedural
generation of dungeons in video games. Our approach is designed to address the complex …

Generating Solvable and Difficult Logic Grid Puzzles

F Shyne, K Facey, S Cooper - Proceedings of the Genetic and …, 2024 - dl.acm.org
Logic grid puzzles are a popular variety of pen-and-paper puzzles. In logic grid puzzles,
players are given natural language hints that they use to mark relationships between entities …

Naïve Bayes Classification Algorithm Application on Nutritional Status of Pregnant Women in Lhokseumawe City

I Sahputra, D Angelina, M Ula - Multica Science and …, 2024 - journal.universitasmulia.ac.id
The nutritional status of pregnant women is a measure of success in fulfilling nutrition for
pregnant women. Poor nutritional status of pregnant women will cause an imbalance of …