Deep learning for procedural content generation

J Liu, S Snodgrass, A Khalifa, S Risi… - Neural Computing and …, 2021 - Springer
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 …

[图书][B] Artificial intelligence and games

GN Yannakakis, J Togelius - 2018 - Springer
Georgios N. Yannakakis Julian Togelius Page 1 Artificial Intelligence and Games Georgios N.
Yannakakis Julian Togelius Page 2 Artificial Intelligence and Games Page 3 Georgios N …

Procedural content generation via machine learning (PCGML)

A Summerville, S Snodgrass, M Guzdial… - IEEE Transactions …, 2018 - ieeexplore.ieee.org
This survey explores procedural content generation via machine learning (PCGML), defined
as the generation of game content using machine learning models trained on existing …

Evolving mario levels in the latent space of a deep convolutional generative adversarial network

V Volz, J Schrum, J Liu, SM Lucas, A Smith… - Proceedings of the …, 2018 - dl.acm.org
Generative Adversarial Networks (GANs) are a machine learning approach capable of
generating novel example outputs across a space of provided training examples. Procedural …

Pcgrl: Procedural content generation via reinforcement learning

A Khalifa, P Bontrager, S Earle… - Proceedings of the AAAI …, 2020 - ojs.aaai.org
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 …

A short introduction to procedural content generation algorithms for videogames

NA Barriga - International Journal on Artificial Intelligence Tools, 2019 - World Scientific
One of the main costs of developing a videogame is content creation. Procedural Content
Generation (PCG) can help alleviate that cost by algorithmically generating some of the …

Friend, collaborator, student, manager: How design of an ai-driven game level editor affects creators

M Guzdial, N Liao, J Chen, SY Chen, S Shah… - Proceedings of the …, 2019 - dl.acm.org
Machine learning advances have afforded an increase in algorithms capable of creating art,
music, stories, games, and more. However, it is not yet well-understood how machine …

Interactive evolution and exploration within latent level-design space of generative adversarial networks

J Schrum, J Gutierrez, V Volz, J Liu, S Lucas… - Proceedings of the 2020 …, 2020 - dl.acm.org
Generative Adversarial Networks (GANs) are an emerging form of indirect encoding. The
GAN is trained to induce a latent space on training data, and a real-valued evolutionary …

Orchestrating game generation

A Liapis, GN Yannakakis, MJ Nelson… - IEEE Transactions …, 2018 - ieeexplore.ieee.org
The design process is often characterized by and realized through the iterative steps of
evaluation and refinement. When the process is based on a single creative domain such as …

Learning controllable 3D level generators

Z Jiang, S Earle, M Green, J Togelius - Proceedings of the 17th …, 2022 - dl.acm.org
Procedural Content Generation via Reinforcement Learning (PCGRL) foregoes the need for
large human-authored data-sets and allows agents to train explicitly on functional …