Search-based procedural content generation: A taxonomy and survey

J Togelius, GN Yannakakis, KO Stanley… - IEEE Transactions on …, 2011 - ieeexplore.ieee.org
The focus of this survey is on research in applying evolutionary and other metaheuristic
search algorithms to automatically generating content for games, both digital and nondigital …

[BOG][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 …

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 develo** a videogame is content creation. Procedural Content
Generation (PCG) can help alleviate that cost by algorithmically generating some of the …

Experience-driven procedural content generation

GN Yannakakis, J Togelius - IEEE Transactions on Affective …, 2011 - ieeexplore.ieee.org
Procedural content generation (PCG) is an increasingly important area of technology within
modern human-computer interaction (HCI) design. Personalization of user experience via …

Player modeling

Player modeling is the study of computational models of players in games. This includes the
detection, modeling, prediction and expression of human player characteristics which are …

Game AI revisited

GN Yannakakis - Proceedings of the 9th conference on Computing …, 2012 - dl.acm.org
More than a decade after the early research efforts on the use of artificial intelligence (AI) in
computer games and the establishment of a new AI domain the term``game AI''needs to be …

Procedural content generation: Goals, challenges and actionable steps

J Togelius, AJ Champandard, PL Lanzi, M Mateas… - 2013 - drops.dagstuhl.de
This chapter discusses the challenges and opportunities of procedural content generation
(PCG) in games. It starts with defining three grand goals of PCG, namely multi-level …

34 Emotion in Games

GN Yannakakis, A Paiva - The Oxford handbook of affective …, 2015 - books.google.com
Emotion has been investigated from various perspectives and across several domains
within human-computer interaction (HCI) including intelligent tutoring systems, interactive …

Applying reinforcement learning to small scale combat in the real-time strategy game StarCraft: Broodwar

S Wender, I Watson - 2012 IEEE conference on computational …, 2012 - ieeexplore.ieee.org
This paper presents an evaluation of the suitability of reinforcement learning (RL) algorithms
to perform the task of micro-managing combat units in the commercial real-time strategy …

Towards a generic method of evaluating game levels

A Liapis, G Yannakakis, J Togelius - … of the AAAI Conference on Artificial …, 2013 - ojs.aaai.org
This paper addresses the problem of evaluating the quality of game levels across different
games and even genres, which is of key importance for making procedural content …