Procedural Content Generation is an active area of research, with more interest being given recently to methods able to produce interesting content in a general context (without task-specific knowledge). To this extent, we focus on procedural level generators within the General Video Game AI framework (GVGAI). This paper proposes several topics of interest. First, a comparison baseline for GVGAI level generators, which is more flexible and robust than the existing alternatives. Second, a composite fitness evaluation function for levels based on AI playtesting. Third, a new parameterized generator, and a Meta Generator for performing parameter search on such generators are introduced. We compare the Meta Generator against random and construc...
The General Video Game AI framework and competition pose the problem of creating artificial intellig...
Videogames are one of the most important and profitable sectors in the industry of entertainment. No...
Abstract—This paper proposes an automatic way of evolving level generators for arbitrary 2D games, w...
Procedural Content Generation is an active area of research, with more interest being given recently...
This paper presents a framework and an initial study in general video game level generation, the pro...
Procedural Content Generation (PCG) has long been used in video games to produce content that would ...
The monumental goal of Artificial Intelligence (AI) is to model general solutions that can be applie...
Evaluation is an open problem in procedural content generation research. The eld is now in a state ...
With the passage of time, video games are becoming more complex, and their development incurs greate...
Most games have, or can be generalised to have, a number of parameters that may be varied in order t...
This paper presents a framework and an initial study in general video game level generation, the pr...
Procedural Content Generation is now used in many games to generate a wide variety of content. It of...
In this work we present the intelligent orchestrator of random generators (IORand), a hybrid procedu...
Context. Procedural content generation (PCG) refers to algorithmical creation of game content (e.g. ...
The General Video Game AI framework and competition pose the problem of creating artificial intellig...
The General Video Game AI framework and competition pose the problem of creating artificial intellig...
Videogames are one of the most important and profitable sectors in the industry of entertainment. No...
Abstract—This paper proposes an automatic way of evolving level generators for arbitrary 2D games, w...
Procedural Content Generation is an active area of research, with more interest being given recently...
This paper presents a framework and an initial study in general video game level generation, the pro...
Procedural Content Generation (PCG) has long been used in video games to produce content that would ...
The monumental goal of Artificial Intelligence (AI) is to model general solutions that can be applie...
Evaluation is an open problem in procedural content generation research. The eld is now in a state ...
With the passage of time, video games are becoming more complex, and their development incurs greate...
Most games have, or can be generalised to have, a number of parameters that may be varied in order t...
This paper presents a framework and an initial study in general video game level generation, the pr...
Procedural Content Generation is now used in many games to generate a wide variety of content. It of...
In this work we present the intelligent orchestrator of random generators (IORand), a hybrid procedu...
Context. Procedural content generation (PCG) refers to algorithmical creation of game content (e.g. ...
The General Video Game AI framework and competition pose the problem of creating artificial intellig...
The General Video Game AI framework and competition pose the problem of creating artificial intellig...
Videogames are one of the most important and profitable sectors in the industry of entertainment. No...
Abstract—This paper proposes an automatic way of evolving level generators for arbitrary 2D games, w...