Procedural puzzle generation: A survey

B De Kegel, M Haahr - IEEE Transactions on Games, 2019 - ieeexplore.ieee.org
Procedural content generation (PCG) for games has existed since the 1980s and is
becoming increasingly important for creating game worlds, backstory, and characters across …

Expanding expressive range: Evaluation methodologies for procedural content generation

A Summerville - Proceedings of the AAAI Conference on Artificial …, 2018 - ojs.aaai.org
Abstract Procedural Content Generation (PCG) has been a part of video games for the
majority of their existence and have been an area of active research over the past decade …

Utilizing generative adversarial networks for stable structure generation in angry birds

F Abraham, M Stephenson - Proceedings of the AAAI conference on …, 2023 - ojs.aaai.org
This paper investigates the suitability of using Generative Adversarial Networks (GANs) to
generate stable structures for the physics-based puzzle game Angry Birds. While previous …

Generating interactive worlds with text

A Fan, J Urbanek, P Ringshia, E Dinan… - Proceedings of the …, 2020 - ojs.aaai.org
Procedurally generating cohesive and interesting game environments is challenging and
time-consuming. In order for the relationships between the game elements to be natural …

Generating varied, stable and solvable levels for angry birds style physics games

M Stephenson, J Renz - 2017 IEEE Conference on …, 2017 - ieeexplore.ieee.org
This paper presents a procedural level generation algorithm for physics-based puzzle
games similar to Angry Birds. The proposed algorithm is capable of creating varied, stable …

The 2017 aibirds level generation competition

M Stephenson, J Renz, X Ge, L Ferreira… - IEEE Transactions …, 2018 - ieeexplore.ieee.org
This paper presents an overview of the second AIBIRDS level generation competition, held
jointly at the 2017 IEEE Conference on Computational Intelligence and Games and the 26th …

Tanager: A Generator of Feasible and Engaging Levels for Angry Birds

LN Ferreira, CFM Toledo - IEEE Transactions on Games, 2017 - ieeexplore.ieee.org
Generating feasible levels for physics-based puzzle games is a complex and time-
consuming task. This is because the mechanics of these games are based on realistic …

Creating a hyper-agent for solving angry birds levels

M Stephenson, J Renz - Proceedings of the AAAI Conference on …, 2017 - ojs.aaai.org
Over the past few years the Angry Birds AI competition has been held in an attempt to
develop intelligent agents that can successfully and efficiently solve levels for the video …

Agent-based adaptive level generation for dynamic difficulty adjustment in angry birds

M Stephenson, J Renz - arxiv preprint arxiv:1902.02518, 2019 - arxiv.org
This paper presents an adaptive level generation algorithm for the physics-based puzzle
game Angry Birds. The proposed algorithm is based on a pre-existing level generator for this …

Procedural generation of angry birds fun levels using pattern-struct and preset-model

Y Jiang, T Harada… - 2017 IEEE Conference on …, 2017 - ieeexplore.ieee.org
In this paper, we describe our design of a generator for automatically generating fun levels
in the famous game Angry Birds and its clone games. In particular, we aim at generation of …