Search Results for author: Michael Cerny Green

Found 28 papers, 4 papers with code

Evolutionary Machine Learning and Games

no code implementations20 Nov 2023 Julian Togelius, Ahmed Khalifa, Sam Earle, Michael Cerny Green, Lisa Soros

Evolutionary machine learning (EML) has been applied to games in multiple ways, and for multiple different purposes.

Level Generation Through Large Language Models

no code implementations11 Feb 2023 Graham Todd, Sam Earle, Muhammad Umair Nasir, Michael Cerny Green, Julian Togelius

Large Language Models (LLMs) are powerful tools, capable of leveraging their training on natural language to write stories, generate code, and answer questions.

Learning Controllable 3D Level Generators

1 code implementation27 Jun 2022 Zehua Jiang, Sam Earle, Michael Cerny Green, Julian Togelius

Procedural Content Generation via Reinforcement Learning (PCGRL) foregoes the need for large human-authored data-sets and allows agents to train explicitly on functional constraints, using computable, user-defined measures of quality instead of target output.

Mutation Models: Learning to Generate Levels by Imitating Evolution

no code implementations11 Jun 2022 Ahmed Khalifa, Michael Cerny Green, Julian Togelius

Search-based procedural content generation (PCG) is a well-known method for level generation in games.

Persona-driven Dominant/Submissive Map (PDSM) Generation for Tutorials

no code implementations11 Apr 2022 Michael Cerny Green, Ahmed Khalifa, M Charity, Julian Togelius

In this paper, we present a method for automated persona-driven video game tutorial level generation.

Physics-informed attention-based neural network for solving non-linear partial differential equations

no code implementations17 May 2021 Ruben Rodriguez-Torrado, Pablo Ruiz, Luis Cueto-Felgueroso, Michael Cerny Green, Tyler Friesen, Sebastien Matringe, Julian Togelius

PINNs are based on simple architectures, and learn the behavior of complex physical systems by optimizing the network parameters to minimize the residual of the underlying PDE.

Exploring open-ended gameplay features with Micro RollerCoaster Tycoon

no code implementations10 May 2021 Michael Cerny Green, Victoria Yen, Sam Earle, Dipika Rajesh, Maria Edwards, L. B. Soros

This paper introduces MicroRCT, a novel open source simulator inspired by the theme park sandbox game RollerCoaster Tycoon.

Evolutionary Algorithms

The AI Settlement Generation Challenge in Minecraft: First Year Report

no code implementations27 Mar 2021 Christoph Salge, Michael Cerny Green, Rodrigo Canaan, Filip Skwarski, Rafael Fritsch, Adrian Brightmoore, Shaofang Ye, Changxing Cao, Julian Togelius

This article outlines what we learned from the first year of the AI Settlement Generation Competition in Minecraft, a competition about producing AI programs that can generate interesting settlements in Minecraft for an unseen map.

Game Mechanic Alignment Theory and Discovery

no code implementations20 Feb 2021 Michael Cerny Green, Ahmed Khalifa, Philip Bontrager, Rodrigo Canaan, Julian Togelius

We present a new concept called Game Mechanic Alignment theory as a way to organize game mechanics through the lens of systemic rewards and agential motivations.

Mech-Elites: Illuminating the Mechanic Space of GVGAI

no code implementations11 Feb 2020 M Charity, Michael Cerny Green, Ahmed Khalifa, Julian Togelius

This paper introduces a fully automatic method of mechanic illumination for general video game level generation.

Mario Level Generation From Mechanics Using Scene Stitching

no code implementations7 Feb 2020 Michael Cerny Green, Luvneesh Mugrai, Ahmed Khalifa, Julian Togelius

This paper presents a level generation method for Super Mario by stitching together pre-generated "scenes" that contain specific mechanics, using mechanic-sequences from agent playthroughs as input specifications.

Bootstrapping Conditional GANs for Video Game Level Generation

no code implementations3 Oct 2019 Ruben Rodriguez Torrado, Ahmed Khalifa, Michael Cerny Green, Niels Justesen, Sebastian Risi, Julian Togelius

Theresults demonstrate that the new approach does not only gen-erate a larger number of levels that are playable but also gen-erates fewer duplicate levels compared to a standard GAN.

Image Generation

Automatic Critical Mechanic Discovery Using Playtraces in Video Games

no code implementations6 Sep 2019 Michael Cerny Green, Ahmed Khalifa, Gabriella A. B. Barros, Tiago Machado, Julian Togelius

In a user study, human-identified mechanics are compared against system-identified critical mechanics to verify alignment between humans and the system.

General Video Game Rule Generation

no code implementations12 Jun 2019 Ahmed Khalifa, Michael Cerny Green, Diego Perez-Liebana, Julian Togelius

We introduce the General Video Game Rule Generation problem, and the eponymous software framework which will be used in a new track of the General Video Game AI (GVGAI) competition.

Generative Design in Minecraft: Chronicle Challenge

no code implementations14 May 2019 Christoph Salge, Christian Guckelsberger, Michael Cerny Green, Rodrigo Canaan, Julian Togelius

We introduce the Chronicle Challenge as an optional addition to the Settlement Generation Challenge in Minecraft.

Intentional Computational Level Design

1 code implementation18 Apr 2019 Ahmed Khalifa, Michael Cerny Green, Gabriella Barros, Julian Togelius

The procedural generation of levels and content in video games is a challenging AI problem.

Evolutionary Algorithms

Tree Search vs Optimization Approaches for Map Generation

5 code implementations27 Mar 2019 Debosmita Bhaumik, Ahmed Khalifa, Michael Cerny Green, Julian Togelius

We compare them on three different game level generation problems: Binary, Zelda, and Sokoban.

Evolutionary Algorithms

DATA Agent

no code implementations28 Sep 2018 Michael Cerny Green, Gabriella A. B. Barros, Antonios Liapis, Julian Togelius

This paper introduces DATA Agent, a system which creates murder mystery adventures from open data.

Generating Levels That Teach Mechanics

1 code implementation18 Jul 2018 Michael Cerny Green, Ahmed Khalifa, Gabriella A. B. Barros, Andy Nealen, Julian Togelius

The automatic generation of game tutorials is a challenging AI problem.

"Press Space to Fire": Automatic Video Game Tutorial Generation

no code implementations30 May 2018 Michael Cerny Green, Ahmed Khalifa, Gabriella A. B. Barros, Julian Togelius

We propose the problem of tutorial generation for games, i. e. to generate tutorials which can teach players to play games, as an AI problem.

Data-driven Design: A Case for Maximalist Game Design

no code implementations30 May 2018 Gabriella A. B. Barros, Michael Cerny Green, Antonios Liapis, Julian Togelius

Maximalism in art refers to drawing on and combining multiple different sources for art creation, embracing the resulting collisions and heterogeneity.

Generative Design in Minecraft (GDMC), Settlement Generation Competition

no code implementations27 Mar 2018 Christoph Salge, Michael Cerny Green, Rodrigo Canaan, Julian Togelius

This paper introduces the settlement generation competition for Minecraft, the first part of the Generative Design in Minecraft challenge.

Automated Playtesting with Procedural Personas through MCTS with Evolved Heuristics

no code implementations19 Feb 2018 Christoffer Holmgård, Michael Cerny Green, Antonios Liapis, Julian Togelius

This paper describes a method for generative player modeling and its application to the automatic testing of game content using archetypal player models called procedural personas.

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