97 citations · 228 across the 8 of their papers we have counts for
11 papers
Procedural Content Generation via Knowledge Transformation (PCG-KT)
Anurag Sarkar, Matthew Guzdial, Sam Snodgrass +3
We introduce the concept of Procedural Content Generation via Knowledge Transformation (PCG-KT), a new lens and framework for characterizing PCG methods and approaches in which con…
Exploring Level Blending across Platformers via Paths and Affordances
Anurag Sarkar, Adam Summerville, Sam Snodgrass +2
Techniques for procedural content generation via machine learning (PCGML) have been shown to be useful for generating novel game content. While used primarily for producing new con…
Automatic Mapping of NES Games with Mappy
Joseph C. Osborn, Adam Summerville, Michael Mateas
Game maps are useful for human players, general-game-playing agents, and data-driven procedural content generation. These maps are generally made by hand-assembling manually-create…
Mechanics Automatically Recognized via Interactive Observation: Jumping
Adam Summerville, Joseph C. Osborn, Christoffer Holmgård +1
Jumping has been an important mechanic since its introduction in Donkey Kong. It has taken a variety of forms and shown up in numerous games, with each jump having a different feel…
CHARDA: Causal Hybrid Automata Recovery via Dynamic Analysis
Adam Summerville, Joseph Osborn, Michael Mateas
We propose and evaluate a new technique for learning hybrid automata automatically by observing the runtime behavior of a dynamical system. Working from a sequence of continuous st…
Automated Game Design Learning
Joseph C Osborn, Adam Summerville, Michael Mateas
While general game playing is an active field of research, the learning of game design has tended to be either a secondary goal of such research or it has been solely the domain of…
Off The Beaten Lane: AI Challenges In MOBAs Beyond Player Control
Michael Cook, Adam Summerville, Simon Colton
MOBAs represent a huge segment of online gaming and are growing as both an eSport and a casual genre. The natural starting point for AI researchers interested in MOBAs is to develo…
Procedural Content Generation via Machine Learning (PCGML)
Adam Summerville, Sam Snodgrass, Matthew Guzdial +5
This survey explores Procedural Content Generation via Machine Learning (PCGML), defined as the generation of game content using machine learning models trained on existing content…
CFGs-2-NLU: Sequence-to-Sequence Learning for Mapping Utterances to Semantics and Pragmatics
Adam James Summerville, James Ryan, Michael Mateas +1
In this paper, we present a novel approach to natural language understanding that utilizes context-free grammars (CFGs) in conjunction with sequence-to-sequence (seq2seq) deep lear…
The VGLC: The Video Game Level Corpus
Adam James Summerville, Sam Snodgrass, Michael Mateas +1
Levels are a key component of many different video games, and a large body of work has been produced on how to procedurally generate game levels. Recently, Machine Learning techniq…
Super Mario as a String: Platformer Level Generation Via LSTMs
Adam Summerville, Michael Mateas
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…