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 …

[BOOK][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 …

Automatically testing self-driving cars with search-based procedural content generation

A Gambi, M Mueller, G Fraser - Proceedings of the 28th ACM SIGSOFT …, 2019 - dl.acm.org
Self-driving cars rely on software which needs to be thoroughly tested. Testing self-driving
car software in real traffic is not only expensive but also dangerous, and has already caused …

A panorama of artificial and computational intelligence in games

GN Yannakakis, J Togelius - IEEE Transactions on …, 2014 - ieeexplore.ieee.org
This paper attempts to give a high-level overview of the field of artificial and computational
intelligence (AI/CI) in games, with particular reference to how the different core research …

[PDF][PDF] DISDAIN: An Auto Content Generation VR Game

IGNT Wijaya, S Hansun… - Indian J Sci …, 2019 - pdfs.semanticscholar.org
Objectives: To build a video game that implementing procedural content generation with a
first-person shooter genre and using the newest gaming hardware technology, ie Virtual …

Experience-driven PCG via reinforcement learning: A Super Mario Bros study

T Shu, J Liu, GN Yannakakis - 2021 IEEE Conference on …, 2021 - ieeexplore.ieee.org
We introduce a procedural content generation (PCG) framework at the intersections of
experience-driven PCG and PCG via reinforcement learning, named ED (PCG) RL, EDRL in …

Deep model-based reinforcement learning for high-dimensional problems, a survey

A Plaat, W Kosters, M Preuss - arxiv preprint arxiv:2008.05598, 2020 - arxiv.org
Deep reinforcement learning has shown remarkable success in the past few years. Highly
complex sequential decision making problems have been solved in tasks such as game …

Linear levels through n-grams

S Dahlskog, J Togelius, MJ Nelson - Proceedings of the 18th …, 2014 - dl.acm.org
We show that novel, linear game levels can be created using n-grams that have been
trained on a corpus of existing levels. The method is fast and simple, and produces levels …

Procedural content generation in the game industry

A Amato - Game Dynamics: Best Practices in Procedural and …, 2017 - Springer
Game content construction and generation are laborious and expensive. Procedural content
generation (PCG) aims at generating game content automatically using algorithms, reducing …

A comparative evaluation of procedural level generators in the mario ai framework

B Horn, S Dahlskog, N Shaker, G Smith… - Foundations of Digital …, 2014 - diva-portal.org
Evaluation is an open problem in procedural content generation research. The field is now
in a state where there is a glut of content generators, each serving different purposes and …