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 • 15 Aug 2022 • Anurag Sarkar, Seth Cooper
We present tile2tile, an approach for style transfer between levels of tile-based platformer games.
no code implementations • 28 Jun 2022 • Anurag Sarkar, Seth Cooper
This enables generating new games that blend the input games as well as controlling the relative proportions of each game in the blend.
no code implementations • 24 Jun 2021 • Anurag Sarkar, Seth Cooper
Behavior trees (BTs) are a popular method for modeling NPC and enemy AI behavior and have been widely used in commercial games.
no code implementations • 17 Jun 2021 • Anurag Sarkar, Seth Cooper
Variational autoencoders (VAEs) have been used in prior works for generating and blending levels from different games.
no code implementations • 24 Feb 2021 • Anurag Sarkar, Seth Cooper
We test our method using models for 5 different platformer games as well as a blended domain spanning 3 of these games.
no code implementations • 13 Oct 2020 • Anurag Sarkar, Zhihan Yang, Seth Cooper
Prior research has shown variational autoencoders (VAEs) to be useful for generating and blending game levels by learning latent representations of existing level data.
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 • 25 Jul 2020 • Anurag Sarkar, Seth Cooper
In recent years, machine learning (ML) systems have been increasingly applied for performing creative tasks.
no code implementations • 17 Jul 2020 • Anurag Sarkar, Seth Cooper
In this paper, we build on these methods by training VAEs to learn a sequential model of segment generation such that generated segments logically follow from prior segments.
no code implementations • 17 Jun 2020 • Sam Snodgrass, Anurag Sarkar
In this paper, we present a PCGML approach for level generation that is able to recombine, adapt, and reuse structural patterns from several domains to approximate unseen domains.
no code implementations • 27 Feb 2020 • Anurag Sarkar, Zhihan Yang, Seth Cooper
We then use this space to generate level segments that combine properties of levels from both games.