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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Showing cs.LGShow all

12 papers · 1 filter

cs.LG2026

The Time Value of Evolution

Matthew Siper, Ahmed Khalifa, Julian Togelius

In evolutionary search, a weak child can be a valuable ancestor that makes high-fitness regions reachable. Immediate-return control is blind to this delayed utility, penalizing mut…

cs.LG2026

ELMER: Evolutionary Language Model that Explores and Refines

Matthew Siper, Ahmed Khalifa, Julian Togelius

Program evolution can measure whether a mutation helped, but it rarely controls how far the mutation moves in behavior space. Syntactic edit size is an unreliable proxy: a small co…

cs.LG2026

Continuous Program Search

Matthew Siper, Muhammad Umair Nasir, Ahmed Khalifa +3

Genetic Programming yields interpretable programs, but small syntactic mutations can induce large, unpredictable behavioral shifts, degrading locality and sample efficiency. We fra…

cs.LG2023★ 1 cited

Lode Enhancer: Level Co-creation Through Scaling

Debosmita Bhaumik, Julian Togelius, Georgios N. Yannakakis +1

We explore AI-powered upscaling as a design assistance tool in the context of creating 2D game levels. Deep neural networks are used to upscale artificially downscaled patches of l…

cs.LG2023★ 15 cited

Lode Encoder: AI-constrained co-creativity

Debosmita Bhaumik, Ahmed Khalifa, Julian Togelius

We present Lode Encoder, a gamified mixed-initiative level creation system for the classic platform-puzzle game Lode Runner. The system is built around several autoencoders which a…

cs.LG2022

Play with Emotion: Affect-Driven Reinforcement Learning

Matthew Barthet, Ahmed Khalifa, Antonios Liapis +1

This paper introduces a paradigm shift by viewing the task of affect modeling as a reinforcement learning (RL) process. According to the proposed paradigm, RL agents learn a policy…

cs.LG2022★ 2 cited

Path of Destruction: Learning an Iterative Level Generator Using a Small Dataset

Matthew Siper, Ahmed Khalifa, Julian Togelius

We propose a new procedural content generation method which learns iterative level generators from a dataset of existing levels. The Path of Destruction method, as we call it, view…

cs.LG2021★ 2 cited

Learning Controllable Content Generators

Sam Earle, Maria Edwards, Ahmed Khalifa +2

It has recently been shown that reinforcement learning can be used to train generators capable of producing high-quality game levels, with quality defined in terms of some user-spe…

cs.LG2020★ 9 cited

Rotation, Translation, and Cropping for Zero-Shot Generalization

Chang Ye, Ahmed Khalifa, Philip Bontrager +1

Deep Reinforcement Learning (DRL) has shown impressive performance on domains with visual inputs, in particular various games. However, the agent is usually trained on a fixed envi…

cs.LG2020

PCGRL: Procedural Content Generation via Reinforcement Learning

Ahmed Khalifa, Philip Bontrager, Sam Earle +1

We investigate how reinforcement learning can be used to train level-designing agents. This represents a new approach to procedural content generation in games, where level design…

cs.LG2019

Superstition in the Network: Deep Reinforcement Learning Plays Deceptive Games

Philip Bontrager, Ahmed Khalifa, Damien Anderson +3

Deep reinforcement learning has learned to play many games well, but failed on others. To better characterize the modes and reasons of failure of deep reinforcement learners, we te…

cs.LG2018★ 114 cited

Illuminating Generalization in Deep Reinforcement Learning through Procedural Level Generation

Niels Justesen, Ruben Rodriguez Torrado, Philip Bontrager +3

Deep reinforcement learning (RL) has shown impressive results in a variety of domains, learning directly from high-dimensional sensory streams. However, when neural networks are tr…