143 citations · 1.3k across the 89 of their papers we have counts for
16 papers · 2 filters
Increasing Generality in Machine Learning through Procedural Content Generation
Sebastian Risi, Julian Togelius
Procedural Content Generation (PCG) refers to the practice, in videogames and other games, of generating content such as levels, quests, or characters algorithmically. Motivated by…
Automatic Critical Mechanic Discovery Using Playtraces in Video Games
Michael Cerny Green, Ahmed Khalifa, Gabriella A. B. Barros +2
We present a new method of automatic critical mechanic discovery for video games using a combination of game description parsing and playtrace information. This method is applied t…
Evaluation of a Recommender System for Assisting Novice Game Designers
Tiago Machado, Daniel Gopstein, Oded Nov +3
Game development is a complex task involving multiple disciplines and technologies. Developers and researchers alike have suggested that AI-driven game design assistants may improv…
Automated Playtesting of Matching Tile Games
Luvneesh Mugrai, Fernando de Mesentier Silva, Christoffer Holmgård +1
Matching tile games are an extremely popular game genre. Arguably the most popular iteration, Match-3 games, are simple to understand puzzle games, making them great benchmarks for…
The Many AI Challenges of Hearthstone
Amy K. Hoover, Julian Togelius, Scott Lee +1
Games have benchmarked AI methods since the inception of the field, with classic board games such as Chess and Go recently leaving room for video games with related yet different s…
Diverse Agents for Ad-Hoc Cooperation in Hanabi
Rodrigo Canaan, Julian Togelius, Andy Nealen +1
In complex scenarios where a model of other actors is necessary to predict and interpret their actions, it is often desirable that the model works well with a wide variety of previ…