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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 2020Show all

9 papers · 1 filter

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.NE2020

Multi-Objective level generator generation with Marahel

Ahmed Khalifa, Julian Togelius

This paper introduces a new system to design constructive level generators by searching the space of constructive level generators defined by Marahel language. We use NSGA-II, a mu…

cs.HC2020

Baba is Y'all: Collaborative Mixed-Initiative Level Design

Megan Charity, Ahmed Khalifa, Julian Togelius

We present a collaborative mixed-initiative system for building levels for the puzzle game "Baba is You". Unlike previous mixed-initiative systems, Baba is Y'all is designed for co…

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…