143 citations · 673 across the 47 of their papers we have counts for
15 papers · 1 filter
MarioGPT: Open-Ended Text2Level Generation through Large Language Models
Shyam Sudhakaran, Miguel González-Duque, Claire Glanois +3
Procedural Content Generation (PCG) is a technique to generate complex and diverse environments in an automated way. However, while generating content with PCG methods is often str…
Fast Game Content Adaptation Through Bayesian-based Player Modelling
Miguel González-Duque, Rasmus Berg Palm, Sebastian Risi
In games, as well as many user-facing systems, adapting content to users' preferences and experience is an important challenge. This paper explores a novel method to realize this g…
EvoCraft: A New Challenge for Open-Endedness
Djordje Grbic, Rasmus Berg Palm, Elias Najarro +2
This paper introduces EvoCraft, a framework for Minecraft designed to study open-ended algorithms. We introduce an API that provides an open-source Python interface for communicati…
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…
AI and Wargaming
James Goodman, Sebastian Risi, Simon Lucas
Recent progress in Game AI has demonstrated that given enough data from human gameplay, or experience gained via simulations, machines can rival or surpass the most skilled human p…
Finding Game Levels with the Right Difficulty in a Few Trials through Intelligent Trial-and-Error
Miguel González-Duque, Rasmus Berg Palm, David Ha +1
Methods for dynamic difficulty adjustment allow games to be tailored to particular players to maximize their engagement. However, current methods often only modify a limited set of…