Illuminating mario scenes in the latent space of a generative adversarial network

MC Fontaine, R Liu, A Khalifa, J Modi… - Proceedings of the …, 2021 - ojs.aaai.org
Generative adversarial networks (GANs) are quickly becoming a ubiquitous approach to
procedurally generating video game levels. While GAN generated levels are stylistically …

TOAD-GAN: Coherent style level generation from a single example

M Awiszus, F Schubert, B Rosenhahn - … of the AAAI Conference on Artificial …, 2020 - aaai.org
In this work, we present TOAD-GAN (Token-based One-shot Arbitrary Dimension Generative
Adversarial Network), a novel Procedural Content Generation (PCG) algorithm that …

Dreamcraft: Text-guided generation of functional 3D environments in Minecraft

S Earle, F Kokkinos, Y Nie, J Togelius… - Proceedings of the 19th …, 2024 - dl.acm.org
Procedural Content Generation (PCG) algorithms enable the automatic generation of
complex and diverse artifacts. However, they don't provide high-level control over the …

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 …

Procedural generation of game levels and maps: A review

T Gao, J Zhang, Q Mi - 2022 International Conference on …, 2022 - ieeexplore.ieee.org
So far, physical labor has ensured that the quality and quantity of game content match the
needs of the game community. However, due to the exponential growth of gaming …

Toad-gan: a flexible framework for few-shot level generation in token-based games

F Schubert, M Awiszus… - IEEE Transactions on …, 2021 - ieeexplore.ieee.org
This work presents T oken-based O ne-shot A rbitrary D imension G enerative A dversarial N
etwork (TOAD-GAN), a novel procedural content generation algorithm that generates token …

Dungeon and platformer level blending and generation using conditional vaes

A Sarkar, S Cooper - 2021 IEEE Conference on Games (CoG), 2021 - ieeexplore.ieee.org
Variational autoencoders (VAEs) have been used in prior works for generating and blending
levels from different games. To add controllability to these models, conditional VAEs …

The right variety: Improving expressive range analysis with metric selection methods

O Withington, L Tokarchuk - … of the 18th International Conference on the …, 2023 - dl.acm.org
1 ABSTRACT Expressive Range Analysis (ERA), an approach for visualising the output of
Procedural Content Generation (PCG) systems, is widely used within PCG research to …

[PDF][PDF] Pathfinding Agents for Platformer Level Repair.

S Cooper, A Sarkar - AIIDE Workshops, 2020 - riffsircar.github.io
A key concern for procedural level generation is ensuring that generated levels are in fact
playable. One approach for determining playability is using pathfinding agents to test if …

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 …