no code implementations • 1 May 2023 • Anurag Sarkar, Matthew Guzdial, Sam Snodgrass, Adam Summerville, Tiago Machado, Gillian Smith
We introduce the concept of Procedural Content Generation via Knowledge Transformation (PCG-KT), a new lens and framework for characterizing PCG methods and approaches in which content generation is enabled by the process of knowledge transformation -- transforming knowledge derived from one domain in order to apply it in another.
no code implementations • 22 Aug 2020 • Anurag Sarkar, Adam Summerville, Sam Snodgrass, Gerard Bentley, Joseph Osborn
Techniques for procedural content generation via machine learning (PCGML) have been shown to be useful for generating novel game content.
no code implementations • WS 2020 • Adam Summerville, Jordan Hashemi, James Ryan, william ferguson
Dialog State Tracking (DST) is a problem space in which the effective vocabulary is practically limitless.
1 code implementation • 12 Jul 2017 • Joseph C. Osborn, Adam Summerville, Michael Mateas
Game maps are useful for human players, general-game-playing agents, and data-driven procedural content generation.
1 code implementation • 12 Jul 2017 • Adam Summerville, Joseph C. Osborn, Christoffer Holmgård, Daniel W. Zhang
Jumping has been an important mechanic since its introduction in Donkey Kong.
1 code implementation • 11 Jul 2017 • Joseph C. Osborn, Adam Summerville, Michael Mateas
While general game playing is an active field of research, the learning of game design has tended to be either a secondary goal of such research or it has been solely the domain of humans.
1 code implementation • 11 Jul 2017 • Adam Summerville, Joseph Osborn, Michael Mateas
We propose and evaluate a new technique for learning hybrid automata automatically by observing the runtime behavior of a dynamical system.
no code implementations • 9 Jun 2017 • Michael Cook, Adam Summerville, Simon Colton
MOBAs represent a huge segment of online gaming and are growing as both an eSport and a casual genre.
no code implementations • 2 Feb 2017 • Adam Summerville, Sam Snodgrass, Matthew Guzdial, Christoffer Holmgård, Amy K. Hoover, Aaron Isaksen, Andy Nealen, Julian Togelius
This survey explores Procedural Content Generation via Machine Learning (PCGML), defined as the generation of game content using machine learning models trained on existing content.
no code implementations • 2 Mar 2016 • Adam Summerville, Michael Mateas
The procedural generation of video game levels has existed for at least 30 years, but only recently have machine learning approaches been used to generate levels without specifying the rules for generation.