58 citations · 170 across the 17 of their papers we have counts for
6 papers · 2 filters
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…
Capturing Local and Global Patterns in Procedural Content Generation via Machine Learning
Vanessa Volz, Niels Justesen, Sam Snodgrass +5
Recent procedural content generation via machine learning (PCGML) methods allow learning from existing content to produce similar content automatically. While these approaches are…
From Chess and Atari to StarCraft and Beyond: How Game AI is Driving the World of AI
Sebastian Risi, Mike Preuss
This paper reviews the field of Game AI, which not only deals with creating agents that can play a certain game, but also with areas as diverse as creating game content automatical…