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 …

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 …

[图书][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 …

Evolving mario levels in the latent space of a deep convolutional generative adversarial network

V Volz, J Schrum, J Liu, SM Lucas, A Smith… - Proceedings of the …, 2018 - dl.acm.org
Generative Adversarial Networks (GANs) are a machine learning approach capable of
generating novel example outputs across a space of provided training examples. Procedural …

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 …

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 mario ai benchmark and competitions

S Karakovskiy, J Togelius - IEEE Transactions on …, 2012 - ieeexplore.ieee.org
This paper describes the Mario AI benchmark, a game-based benchmark for reinforcement
learning algorithms and game AI techniques developed by the authors. The benchmark is …

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 …

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 …

General video game level generation

A Khalifa, D Perez-Liebana, SM Lucas… - Proceedings of the …, 2016 - dl.acm.org
This paper presents a framework and an initial study in general video game level
generation, the problem of generating levels for not only a single game but for any game …