Procedural level generation has long since been prevalent in video games. A desire to make the methods used more generalised has recently sparked an interest in adapting machine learning for this purpose. However, this field is still relatively nascent and has several open questions. As such, this study investigated several metrics for the evaluation of machine learning assisted level generators for Super Mario Bros. This was done by using a generative adversarial network (GAN) together with evolutionary programming to generate levels that maximize the aforementioned metrics individually. Then, in order to establish correlative relationships, a user study was conducted. In this user study, participants were asked to play through the generat...
Adapting game content to a particular player's needs and expertise constitutes an important aspect i...
Recent years, there has been growing interests in experience-driven procedural level generation. Var...
Platform games have become less popular with the evolution of the video game industry. Never-theless...
Generative adversarial networks (GANs) are quickly becoming a ubiquitous approach to procedurally ge...
Evaluation is an open problem in procedural content generation research. The eld is now in a state ...
© 2018 Copyright held by the owner/author(s). Generative Adversarial Networks (GANs) are a machine l...
We demonstrate an approach to modelling the effects of certain parameters of platform game levels on...
Procedural Content Generation is now used in many games to generate a wide variety of content. It of...
This paper investigates the relationship between level design parameters of platform games, individu...
Procedural content generation (PCG) is a long-used approach for creating a sizable volume of playabl...
Procedural generation of levels for video games has been around for decades but tends to not produce...
This thesis aims to explore the behavior of two competing reinforcement learning agents in Super Mar...
Context. Procedural content generation (PCG) refers to algorithmical creation of game content (e.g. ...
Procedural Content Generation (PCG) has long been used in video games to produce content that would ...
This thesis presents an approach to automatic video game level design consisting of a novel computat...
Adapting game content to a particular player's needs and expertise constitutes an important aspect i...
Recent years, there has been growing interests in experience-driven procedural level generation. Var...
Platform games have become less popular with the evolution of the video game industry. Never-theless...
Generative adversarial networks (GANs) are quickly becoming a ubiquitous approach to procedurally ge...
Evaluation is an open problem in procedural content generation research. The eld is now in a state ...
© 2018 Copyright held by the owner/author(s). Generative Adversarial Networks (GANs) are a machine l...
We demonstrate an approach to modelling the effects of certain parameters of platform game levels on...
Procedural Content Generation is now used in many games to generate a wide variety of content. It of...
This paper investigates the relationship between level design parameters of platform games, individu...
Procedural content generation (PCG) is a long-used approach for creating a sizable volume of playabl...
Procedural generation of levels for video games has been around for decades but tends to not produce...
This thesis aims to explore the behavior of two competing reinforcement learning agents in Super Mar...
Context. Procedural content generation (PCG) refers to algorithmical creation of game content (e.g. ...
Procedural Content Generation (PCG) has long been used in video games to produce content that would ...
This thesis presents an approach to automatic video game level design consisting of a novel computat...
Adapting game content to a particular player's needs and expertise constitutes an important aspect i...
Recent years, there has been growing interests in experience-driven procedural level generation. Var...
Platform games have become less popular with the evolution of the video game industry. Never-theless...