Recent research on ai in games

B Xia, X Ye, AOM Abuassba - 2020 International Wireless …, 2020 - ieeexplore.ieee.org
Games tend to have the properties of vast state space and high complexity, making them
excellent benchmarks for evaluating various techniques, including AI ones. Techniques …

Procedural dungeon generation: A survey

BMF Viana, SR dos Santos - Journal on Interactive Systems, 2021 - sol.sbc.org.br
Procedural content generation (PCG) is a method of content creation entirely or partially
done by computers. PCG is popularly employed in game development to produce game …

Generation of game stages with quality and diversity by reinforcement learning in turn-based RPG

SG Nam, CH Hsueh, K Ikeda - IEEE Transactions on Games, 2021 - ieeexplore.ieee.org
Many recent studies in procedural content generation (PCG) are based on machine
learning. One of the promising approaches is generative models, which have shown …

A deep learning based mixed initiative editor for game level generation

BD Spelchan - 2022 - open.library.ubc.ca
Procedural generation of levels for video games has been around for decades but tends to
not produce results as good as human-crafted maps. Procedural Content Generation via …

Mariomix: Creating aligned playstyles for bots with interactive reinforcement learning

C Arzate Cruz, T Igarashi - Extended abstracts of the 2020 annual …, 2020 - dl.acm.org
In this paper, we propose a generic framework that enables game developers without
knowledge of machine learning to create bot behaviors with playstyles that align with their …

Exploring apprenticeship learning for player modelling in interactive narratives

J Rivera-Villicana, F Zambetta, J Harland… - Extended Abstracts of the …, 2019 - dl.acm.org
In this paper we present an early Apprenticeship Learning approach to mimic the behaviour
of different players in a short adaption of the interactive fiction Anchorhead. Our motivation is …

MarioMix: Creating Aligned Playstyles for Bots with Interactive Reinforcement Learning

CA Cruz, T Igarashi - arXiv preprint arXiv:2105.12944, 2021 - arxiv.org
In this paper, we propose a generic framework that enables game developers without
knowledge of machine learning to create bot behaviors with playstyles that align with their …

[PDF][PDF] Procedural Generation of Multiple Dungeon Levels Using Software Agents

K Oguz, J Lameski - researchgate.net
Procedural content generation (PCG) is the algorithmic creation of game content. Dungeons
are commonly used in role playing games (RPG) as closed and confined areas in which the …

[PDF][PDF] プレイヤを自然に誘導する2D ゲームマップの自動生成

藤平啓汰 - 2022 - dspace.jaist.ac.jp
Artificial intelligence (AI) has been actively researched in various fields and benefited
human society. For games, creating strong AI players has been mainly researched, and AI …

[PDF][PDF] プロシージャルモデリングによる階層的3 次元ダンジョンの制作支援

大川将広 - 2021 - dspace.jaist.ac.jp
In this paper, we propose a hierarchical three-dimensional dungeon production support
system by procedural modelling. In addition to the parameter control, the proposed system is …