143 citations · 546 across the 35 of their papers we have counts for
5 papers · 2 filters
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…
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…
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…
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…
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…