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 methods have been applied to various content types such as levels, maps, character models, and textures. A research field centered on content generation in games has existed for more than a decade. More recently, deep learning has powered a remarkable range of inventions in content production, which are applicable to games. While some cutting-edge deep learning methods are applied on their own, others are applied in combination with more traditional methods, or in an interactive setting. This article surveys the various deep learning methods that have been applied t...
The generation of desirable video game contents has been a challenge of games level design and produ...
The focus of this survey is on research in applying evolutionary and other metaheuristic search algo...
Recently, a small number of papers have appeared in which the authors implement stochastic search al...
Summarization: Procedural content generation in video games has a long history. Existing procedural ...
Procedural Content Generation has been a part of videogames for most of their existence. Early use ...
The development of content in digital games, such as game worlds, quests, levels, 3D-models, and tex...
This paper aims to investigate the effect of AI-generated content (AIGC) when it starts to be applie...
Attractive and realistic content has always played a crucial role in the penetration and popularity ...
This thesis is focused on analysing deep learning algorithms and their ability to complete given tas...
Procedural generation of levels for video games has been around for decades but tends to not produce...
This article describes procedural content generation algorithms used by an independent video game de...
Video games have started to become a daily part of our lives. In 2015 the Entertainment Software Ass...
In recent years, we have witnessed the spread of computer graphics techniques, used as a background ...
Videogames are one of the most important and profitable sectors in the industry of entertainment. No...
Manual creation of game content is often the most expensive and time-consuming part of game developm...
The generation of desirable video game contents has been a challenge of games level design and produ...
The focus of this survey is on research in applying evolutionary and other metaheuristic search algo...
Recently, a small number of papers have appeared in which the authors implement stochastic search al...
Summarization: Procedural content generation in video games has a long history. Existing procedural ...
Procedural Content Generation has been a part of videogames for most of their existence. Early use ...
The development of content in digital games, such as game worlds, quests, levels, 3D-models, and tex...
This paper aims to investigate the effect of AI-generated content (AIGC) when it starts to be applie...
Attractive and realistic content has always played a crucial role in the penetration and popularity ...
This thesis is focused on analysing deep learning algorithms and their ability to complete given tas...
Procedural generation of levels for video games has been around for decades but tends to not produce...
This article describes procedural content generation algorithms used by an independent video game de...
Video games have started to become a daily part of our lives. In 2015 the Entertainment Software Ass...
In recent years, we have witnessed the spread of computer graphics techniques, used as a background ...
Videogames are one of the most important and profitable sectors in the industry of entertainment. No...
Manual creation of game content is often the most expensive and time-consuming part of game developm...
The generation of desirable video game contents has been a challenge of games level design and produ...
The focus of this survey is on research in applying evolutionary and other metaheuristic search algo...
Recently, a small number of papers have appeared in which the authors implement stochastic search al...