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 …

[BOK][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 …

Super mario as a string: Platformer level generation via lstms

A Summerville, M Mateas - arxiv preprint arxiv:1603.00930, 2016 - arxiv.org
The procedural generation of video game levels has existed for at least 30 years, but only
recently have machine learning approaches been used to generate levels without specifying …

The vglc: The video game level corpus

AJ Summerville, S Snodgrass, M Mateas… - arxiv preprint arxiv …, 2016 - arxiv.org
Levels are a key component of many different video games, and a large body of work has
been produced on how to procedurally generate game levels. Recently, Machine Learning …

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 …

Game level generation from gameplay videos

M Guzdial, M Riedl - Proceedings of the AAAI Conference on Artificial …, 2016 - ojs.aaai.org
We present an unsupervised process to generate full video game levels from a model
trained on gameplay video. The model represents probabilistic relationships between …

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 …

Learning player tailored content from observation: Platformer level generation from video traces using lstms

A Summerville, M Guzdial, M Mateas… - Proceedings of the AAAI …, 2016 - ojs.aaai.org
A touted use of Procedural Content Generation is generating content tailored to specific
players. Previous work has relied on human identification of player profile features which are …

[BOK][B] Procedural content generation via machine learning: An Overview

This book surveys current and future approaches to generating video game content with
machine learning or Procedural Content Generation via Machine Learning (PCGML) …