39,071 research outputs found

    Generative Design in Minecraft (GDMC), Settlement Generation Competition

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    This paper introduces the settlement generation competition for Minecraft, the first part of the Generative Design in Minecraft challenge. The settlement generation competition is about creating Artificial Intelligence (AI) agents that can produce functional, aesthetically appealing and believable settlements adapted to a given Minecraft map - ideally at a level that can compete with human created designs. The aim of the competition is to advance procedural content generation for games, especially in overcoming the challenges of adaptive and holistic PCG. The paper introduces the technical details of the challenge, but mostly focuses on what challenges this competition provides and why they are scientifically relevant.Comment: 10 pages, 5 figures, Part of the Foundations of Digital Games 2018 proceedings, as part of the workshop on Procedural Content Generatio

    Evolving Aesthetic Maps for a Real Time Strategy Game

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    Artículo publicado en congreso SEED'2013 (I Spanish Symposium on Entertainment Computing), Septiembre 2013, Madrid.This paper presents a procedural content generator method that have been able to generate aesthetic maps for a real-time strategy game. The maps has been characterized based on several of their properties in order to de ne a similarity function between scenarios. This function has guided a multi-objective evolution strategy during the process of generating and evolving scenarios that are similar to other aesthetic maps while being di erent to a set of non-aesthetic scenarios. The solutions have been checked using a support-vector machine classi er and a self-organizing map obtaining successful results (generated maps have been classi ed as aesthetic maps)

    AI Researchers, Video Games Are Your Friends!

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    If you are an artificial intelligence researcher, you should look to video games as ideal testbeds for the work you do. If you are a video game developer, you should look to AI for the technology that makes completely new types of games possible. This chapter lays out the case for both of these propositions. It asks the question "what can video games do for AI", and discusses how in particular general video game playing is the ideal testbed for artificial general intelligence research. It then asks the question "what can AI do for video games", and lays out a vision for what video games might look like if we had significantly more advanced AI at our disposal. The chapter is based on my keynote at IJCCI 2015, and is written in an attempt to be accessible to a broad audience.Comment: in Studies in Computational Intelligence Studies in Computational Intelligence, Volume 669 2017. Springe

    Procedural content generation of virtual terrain for games

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    Abstract. Game developers use Procedural Content Generation (PCG) in aid of game development to reduce costs, reach better memory consumption, increase creativity, and augment our limited human imagination by generating content algorithmically. Virtual terrain is one of the main topics of PCG; how well do these techniques support the special needs of game level design? To answer this question, a literature review was conducted to analyse correlation between the capabilities of various PCG-techniques and the needs of level design patterns. We observed that techniques permitting higher degree of local control increased their applicability for virtual terrain in games and that traditional fractal techniques, such as the midpoint displacement method and noise-functions, performed poorly despite their popularity. Our foremost contributions to this field of study were new insights towards more suitable PCG-techniques for use in game development

    Tile Pattern KL-Divergence for Analysing and Evolving Game Levels

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    This paper provides a detailed investigation of using the Kullback-Leibler (KL) Divergence as a way to compare and analyse game-levels, and hence to use the measure as the objective function of an evolutionary algorithm to evolve new levels. We describe the benefits of its asymmetry for level analysis and demonstrate how (not surprisingly) the quality of the results depends on the features used. Here we use tile-patterns of various sizes as features. When using the measure for evolution-based level generation, we demonstrate that the choice of variation operator is critical in order to provide an efficient search process, and introduce a novel convolutional mutation operator to facilitate this. We compare the results with alternative generators, including evolving in the latent space of generative adversarial networks, and Wave Function Collapse. The results clearly show the proposed method to provide competitive performance, providing reasonable quality results with very fast training and reasonably fast generation.Comment: 8 pages plus references. Proceedings of GECCO 201

    Flavor text generation for role-playing video games

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