Abstract—This paper proposes an automatic way of evolving level generators for arbitrary 2D games, which are described in the Video Game Description Language (VGDL). The process works as follows: a game described in VGDL is interpreted and transformed in a set of rules defined in Answer Set Programming (ASP), along with other general and customizable rules. Although a set of rules described in ASP can generate multiple levels, not all of them will be playable or well designed. Therefore, an evolutionary process is run to determine the values of the parameters of those customizable rules. The different level generators are evaluated with general video game playing agents, which are able to play any game and level in the framework. The aim is...
Automated content generation is used in game industry to reduce costs and improve replayability of g...
Abstract—This work presents an approach to automatic video game level design consisting of a computa...
In this document we present an investigation on automatically generating levels for platform videoga...
This paper proposes an automatic way of evolving level generators for arbitrary 2D games, which are ...
This paper presents a framework and an initial study in general video game level generation, the pro...
Abstract. This paper presents a generative system for the automatic creation of video game levels. O...
The monumental goal of Artificial Intelligence (AI) is to model general solutions that can be applie...
Procedural Content Generation (PCG) has been in the industry since the early days of Video Games. I...
With the passage of time, video games are becoming more complex, and their development incurs greate...
We aim to improve on the design of procedurally generated game levels. We propose a method which emp...
This paper presents a framework and an initial study in general video game level generation, the pr...
In this paper, we present a general technique to generate and evaluate puzzle levels made by Puzzle ...
This paper outlines an approach for evolutionary procedural generation of video game content. The st...
This paper outlines an approach for evolutionary procedural generation of video game content. The st...
The development of content in digital games, such as game worlds, quests, levels, 3D-models, and tex...
Automated content generation is used in game industry to reduce costs and improve replayability of g...
Abstract—This work presents an approach to automatic video game level design consisting of a computa...
In this document we present an investigation on automatically generating levels for platform videoga...
This paper proposes an automatic way of evolving level generators for arbitrary 2D games, which are ...
This paper presents a framework and an initial study in general video game level generation, the pro...
Abstract. This paper presents a generative system for the automatic creation of video game levels. O...
The monumental goal of Artificial Intelligence (AI) is to model general solutions that can be applie...
Procedural Content Generation (PCG) has been in the industry since the early days of Video Games. I...
With the passage of time, video games are becoming more complex, and their development incurs greate...
We aim to improve on the design of procedurally generated game levels. We propose a method which emp...
This paper presents a framework and an initial study in general video game level generation, the pr...
In this paper, we present a general technique to generate and evaluate puzzle levels made by Puzzle ...
This paper outlines an approach for evolutionary procedural generation of video game content. The st...
This paper outlines an approach for evolutionary procedural generation of video game content. The st...
The development of content in digital games, such as game worlds, quests, levels, 3D-models, and tex...
Automated content generation is used in game industry to reduce costs and improve replayability of g...
Abstract—This work presents an approach to automatic video game level design consisting of a computa...
In this document we present an investigation on automatically generating levels for platform videoga...