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 …

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 …

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

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 …

Adaptivity challenges in games and simulations: a survey

R Lopes, R Bidarra - … on Computational Intelligence and AI in …, 2011 - ieeexplore.ieee.org
In computer games and simulations, content is often rather static and rigid. As a result, its
prescripted nature can lead to predictable and impersonal gameplay, while alienating …

The vglc: The video game level corpus

AJ Summerville, S Snodgrass, M Mateas… - arXiv preprint arXiv …, 2016 - arxiv.org
Levels are a key component of many different video games, and a large body of work has
been produced on how to procedurally generate game levels. Recently, Machine Learning …

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 …

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 …