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 …

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 …

Procedural content generation through quality diversity

D Gravina, A Khalifa, A Liapis… - … IEEE Conference on …, 2019 - ieeexplore.ieee.org
Quality-diversity (QD) algorithms search for a set of good solutions which cover a space as
defined by behavior metrics. This simultaneous focus on quality and diversity with explicit …

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 …

Drawing with reframer: Emergence and control in co-creative ai

T Lawton, FJ Ibarrola, D Ventura, K Grace - Proceedings of the 28th …, 2023 - dl.acm.org
Over the past few years, rapid developments in AI have resulted in new models capable of
generating high-quality images and creative artefacts, most of which seek to fully automate …

Tanagra: Reactive planning and constraint solving for mixed-initiative level design

G Smith, J Whitehead, M Mateas - IEEE Transactions on …, 2011 - ieeexplore.ieee.org
Tanagra is a mixed-initiative tool for level design, allowing a human and a computer to work
together to produce a level for a 2-D platformer. An underlying, reactive level generator …

[图书][B] Game AI pro: collected wisdom of game AI professionals

S Rabin - 2013 - books.google.com
This volume covers both the art and the technology of game AI. It includes core algorithms
that you'll need to succeed, such as behavior trees, utility theory, spatial representation, path …

Evolving levels for super mario bros using grammatical evolution

N Shaker, M Nicolau, GN Yannakakis… - … IEEE Conference on …, 2012 - ieeexplore.ieee.org
This paper presents the use of design grammars to evolve playable 2D platform levels
through grammatical evolution (GE). Representing levels using design grammars allows …