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 …

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 …

Bootstrap** conditional gans for video game level generation

RR Torrado, A Khalifa, MC Green… - … IEEE Conference on …, 2020 - ieeexplore.ieee.org
Generative Adversarial Networks (GANs) have shown impressive results for image
generation. However, GANs face challenges in generating contents with certain types of …

Doom level generation using generative adversarial networks

E Giacomello, PL Lanzi… - 2018 IEEE Games …, 2018 - ieeexplore.ieee.org
We applied Generative Adversarial Networks (GANs) to learn a model of DOOM levels from
human-designed content. Initially, we analyzed the levels and extracted several topological …

Generation of game stages with quality and diversity by reinforcement learning in turn-based RPG

SG Nam, CH Hsueh, K Ikeda - IEEE Transactions on Games, 2021 - ieeexplore.ieee.org
Many recent studies in procedural content generation (PCG) are based on machine
learning. One of the promising approaches is generative models, which have shown …

Using a surrogate model of gameplay for automated level design

D Karavolos, A Liapis… - 2018 IEEE Conference …, 2018 - ieeexplore.ieee.org
This paper describes how a surrogate model of the interrelations between different types of
content in the same game can be used for level generation. Specifically, the model …

SuSketch: Surrogate models of gameplay as a design assistant

P Migkotzidis, A Liapis - IEEE Transactions on Games, 2021 - ieeexplore.ieee.org
This article introduces SuSketch, a design tool for first person shooter levels. SuSketch
provides the designer with gameplay predictions for two competing players of specific …

A multifaceted surrogate model for search-based procedural content generation

D Karavolos, A Liapis… - IEEE Transactions on …, 2019 - ieeexplore.ieee.org
This paper proposes a framework for the procedural generation of level and ruleset
components of games via a surrogate model that assesses their quality and …

Using reinforcement learning to generate levels of super mario bros. with quality and diversity

SG Nam, CH Hsueh, P Rerkjirattikal… - IEEE Transactions on …, 2024 - ieeexplore.ieee.org
Procedural content generation (PCG) is essential in game development, automating content
creation to meet various criteria such as playability, diversity, and quality. This article …

Capturing local and global patterns in procedural content generation via machine learning

V Volz, N Justesen, S Snodgrass… - … IEEE Conference on …, 2020 - ieeexplore.ieee.org
Recent procedural content generation via machine learning (PCGML) methods allow
learning from existing content to produce similar content automatically. While these …