activity
20172026
most citedDeep Learning for Procedural Content Generation

143 citations · 546 across the 35 of their papers we have counts for

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26 papers · 1 filter

cs.AI2026

Procedural Content Metageneration via Program Search and Continual Abstraction Discovery

Matthew Siper, Ahmed Khalifa, Julian Togelius

Large language models can generate executable programs, which makes it possible to search directly over procedural content generators rather than individual levels. We study this a…

cs.AI2025

PuzzleJAX: A Benchmark for Reasoning and Learning

Sam Earle, Graham Todd, Yuchen Li +5

We introduce PuzzleJAX, a GPU-accelerated puzzle game engine and description language designed to support rapid benchmarking of tree search, reinforcement learning, and LLM reasoni…

cs.AI2025

ScriptDoctor: Automatic Generation of PuzzleScript Games via Large Language Models and Tree Search

Sam Earle, Ahmed Khalifa, Muhammad Umair Nasir +4

There is much interest in using large pre-trained models in Automatic Game Design (AGD), whether via the generation of code, assets, or more abstract conceptualization of design id…

cs.AI2023

Controllable Path of Destruction

Matthew Siper, Sam Earle, Zehua Jiang +2

Path of Destruction (PoD) is a self-supervised method for learning iterative generators. The core idea is to produce a training set by destroying a set of artifacts, and for each d…

cs.AI2022★ 25 cited

Generative Personas That Behave and Experience Like Humans

Matthew Barthet, Ahmed Khalifa, Antonios Liapis +1

Using artificial intelligence (AI) to automatically test a game remains a critical challenge for the development of richer and more complex game worlds and for the advancement of A…

cs.AI2022

Mutation Models: Learning to Generate Levels by Imitating Evolution

Ahmed Khalifa, Michael Cerny Green, Julian Togelius

Search-based procedural content generation (PCG) is a well-known method for level generation in games. Its key advantage is that it is generic and able to satisfy functional constr…

cs.AI2022★ 1 cited

Persona-driven Dominant/Submissive Map (PDSM) Generation for Tutorials

Michael Cerny Green, Ahmed Khalifa, M Charity +1

In this paper, we present a method for automated persona-driven video game tutorial level generation. Tutorial levels are scenarios in which the player can explore and discover dif…

cs.AI2022

Predicting Personas Using Mechanic Frequencies and Game State Traces

Michael Cerny Green, Ahmed Khalifa, M Charity +2

We investigate how to efficiently predict play personas based on playtraces. Play personas can be computed by calculating the action agreement ratio between a player and a generati…

cs.AI2021

Game Mechanic Alignment Theory and Discovery

Michael Cerny Green, Ahmed Khalifa, Philip Bontrager +2

We present a new concept called Game Mechanic Alignment theory as a way to organize game mechanics through the lens of systemic rewards and agential motivations. By disentangling p…

cs.AI2020★ 143 cited

Deep Learning for Procedural Content Generation

Jialin Liu, Sam Snodgrass, Ahmed Khalifa +3

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-based me…

cs.AI2020

Mixed-Initiative Level Design with RL Brush

Omar Delarosa, Hang Dong, Mindy Ruan +2

This paper introduces RL Brush, a level-editing tool for tile-based games designed for mixed-initiative co-creation. The tool uses reinforcement-learning-based models to augment ma…

cs.AI2020★ 8 cited

Illuminating Mario Scenes in the Latent Space of a Generative Adversarial Network

Matthew C. Fontaine, Ruilin Liu, Ahmed Khalifa +4

Generative adversarial networks (GANs) are quickly becoming a ubiquitous approach to procedurally generating video game levels. While GAN generated levels are stylistically similar…

cs.AI2020

Mario Level Generation From Mechanics Using Scene Stitching

Michael Cerny Green, Luvneesh Mugrai, Ahmed Khalifa +1

This paper presents a level generation method for Super Mario by stitching together pre-generated "scenes" that contain specific mechanics, using mechanic-sequences from agent play…

cs.AI2020

Mech-Elites: Illuminating the Mechanic Space of GVGAI

M Charity, Michael Cerny Green, Ahmed Khalifa +1

This paper introduces a fully automatic method of mechanic illumination for general video game level generation. Using the Constrained MAP-Elites algorithm and the GVG-AI framework…

cs.AI2019

Automatic Critical Mechanic Discovery Using Playtraces in Video Games

Michael Cerny Green, Ahmed Khalifa, Gabriella A. B. Barros +2

We present a new method of automatic critical mechanic discovery for video games using a combination of game description parsing and playtrace information. This method is applied t…

cs.AI2019

General Video Game Rule Generation

Ahmed Khalifa, Michael Cerny Green, Diego Perez-Liebana +1

We introduce the General Video Game Rule Generation problem, and the eponymous software framework which will be used in a new track of the General Video Game AI (GVGAI) competition…

cs.AI2019

Two-step Constructive Approaches for Dungeon Generation

Michael Cerny Green, Ahmed Khalifa, Athoug Alsoughayer +3

This paper presents a two-step generative approach for creating dungeons in the rogue-like puzzle game MiniDungeons 2. Generation is split into two steps, initially producing the a…

cs.AI2019

Intentional Computational Level Design

Ahmed Khalifa, Michael Cerny Green, Gabriella Barros +1

The procedural generation of levels and content in video games is a challenging AI problem. Often such generation relies on an intelligent way of evaluating the content being gener…

cs.AI2019★ 2 cited

Tree Search vs Optimization Approaches for Map Generation

Debosmita Bhaumik, Ahmed Khalifa, Michael Cerny Green +1

Search-based procedural content generation uses stochastic global optimization algorithms to search for game content. However, standard tree search algorithms can be competitive wi…

cs.AI2019★ 1 cited

Obstacle Tower: A Generalization Challenge in Vision, Control, and Planning

Arthur Juliani, Ahmed Khalifa, Vincent-Pierre Berges +6

The rapid pace of recent research in AI has been driven in part by the presence of fast and challenging simulation environments. These environments often take the form of games; wi…

cs.AI2018★ 1 cited

A Continuous Information Gain Measure to Find the Most Discriminatory Problems for AI Benchmarking

Matthew Stephenson, Damien Anderson, Ahmed Khalifa +4

This paper introduces an information-theoretic method for selecting a subset of problems which gives the most information about a group of problem-solving algorithms. This method w…

cs.AI2018★ 25 cited

Generating Levels That Teach Mechanics

Michael Cerny Green, Ahmed Khalifa, Gabriella A. B. Barros +2

The automatic generation of game tutorials is a challenging AI problem. While it is possible to generate annotations and instructions that explain to the player how the game is pla…

cs.AI2018★ 25 cited

AtDelfi: Automatically Designing Legible, Full Instructions For Games

Michael Cerny Green, Ahmed Khalifa, Gabriella A. B. Barros +3

This paper introduces a fully automatic method for generating video game tutorials. The AtDELFI system (AuTomatically DEsigning Legible, Full Instructions for games) was created to…

cs.AI2018★ 19 cited

Talakat: Bullet Hell Generation through Constrained Map-Elites

Ahmed Khalifa, Scott Lee, Andy Nealen +1

We describe a search-based approach to generating new levels for bullet hell games, which are action games characterized by and requiring avoidance of a very large amount of projec…