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 …

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 …

Procedural content generation for games: A survey

M Hendrikx, S Meijer, J Van Der Velden… - ACM Transactions on …, 2013 - dl.acm.org
Hundreds of millions of people play computer games every day. For them, game content—
from 3D objects to abstract puzzles—plays a major entertainment role. Manual labor has so …

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 …

Answer set programming for procedural content generation: A design space approach

AM Smith, M Mateas - … on Computational Intelligence and AI in …, 2011 - ieeexplore.ieee.org
Procedural content generators for games produce artifacts from a latent design space. This
space is often only implicitly defined, an emergent result of the procedures used in the …

Towards automatic personalized content generation for platform games

N Shaker, G Yannakakis, J Togelius - Proceedings of the AAAI …, 2010 - ojs.aaai.org
In this paper, we show that personalized levels can be auto-matically generated for platform
games. We build on previ-ous work, where models were derived that predicted player …

What is procedural content generation? Mario on the borderline

J Togelius, E Kastbjerg, D Schedl… - Proceedings of the 2nd …, 2011 - dl.acm.org
We try to clarify the concept of procedural content generation (PCG) through contrasting it to
other forms of content generation in games with which it could easily be mistaken, and …

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 …

Cellular automata for real-time generation of infinite cave levels

L Johnson, GN Yannakakis, J Togelius - Proceedings of the 2010 …, 2010 - dl.acm.org
This paper presents a reliable and efficient approach to procedurally generating level maps
based on the self-organization capabilities of cellular automata (CA). A simple CA-based …