no code implementations • 16 Feb 2023 • Vanessa Volz, Boris Naujoks, Pascal Kerschke, Tea Tusar
This way we aim to provide methods for the comparison of PCG approaches and eventually, increase the quality and practicality of generated content in industry.
2 code implementations • 27 May 2021 • Jacob Schrum, Benjamin Capps, Kirby Steckel, Vanessa Volz, Sebastian Risi
However, collections of latent vectors can also be evolved directly, producing more chaotic levels.
no code implementations • 11 Nov 2020 • Koen van der Blom, Timo M. Deist, Vanessa Volz, Mariapia Marchi, Yusuke Nojima, Boris Naujoks, Akira Oyama, Tea Tušar
Optimisation algorithms are commonly compared on benchmarks to get insight into performance differences.
no code implementations • 7 Jul 2020 • Thomas Bartz-Beielstein, Carola Doerr, Daan van den Berg, Jakob Bossek, Sowmya Chandrasekaran, Tome Eftimov, Andreas Fischbach, Pascal Kerschke, William La Cava, Manuel Lopez-Ibanez, Katherine M. Malan, Jason H. Moore, Boris Naujoks, Patryk Orzechowski, Vanessa Volz, Markus Wagner, Thomas Weise
This survey compiles ideas and recommendations from more than a dozen researchers with different backgrounds and from different institutes around the world.
no code implementations • 6 Jul 2020 • Vanessa Volz, Boris Naujoks
While games have been used extensively as milestones to evaluate game-playing AI, there exists no standardised framework for reporting the obtained observations.
no code implementations • 26 May 2020 • Vanessa Volz, Niels Justesen, Sam Snodgrass, Sahar Asadi, Sami Purmonen, Christoffer Holmgård, Julian Togelius, Sebastian Risi
Recent procedural content generation via machine learning (PCGML) methods allow learning from existing content to produce similar content automatically.
no code implementations • 14 Apr 2020 • Koen van der Blom, Timo M. Deist, Tea Tušar, Mariapia Marchi, Yusuke Nojima, Akira Oyama, Vanessa Volz, Boris Naujoks
This work aims to identify properties of real-world problems through a questionnaire on real-world single-, multi-, and many-objective optimization problems.
2 code implementations • 3 Apr 2020 • Jacob Schrum, Vanessa Volz, Sebastian Risi
In particular, GAN output does not scale to arbitrary dimensions, and there is no obvious way of combining multiple GAN outputs into a cohesive whole, which would be useful in many areas, such as the generation of video game levels.
1 code implementation • 31 Mar 2020 • Jacob Schrum, Jake Gutierrez, Vanessa Volz, Jialin Liu, Simon Lucas, Sebastian Risi
A user study shows that both the evolution and latent space exploration features are appreciated, with a slight preference for direct exploration, but combining these features allows users to discover even better levels.
1 code implementation • 1 Sep 2019 • Alexander Dockhorn, Simon M. Lucas, Vanessa Volz, Ivan Bravi, Raluca D. Gaina, Diego Perez-Liebana
This paper examines learning approaches for forward models based on local cell transition functions.
no code implementations • 24 Apr 2019 • Simon M. Lucas, Vanessa Volz
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.
no code implementations • 29 Mar 2019 • Simon M. Lucas, Alexander Dockhorn, Vanessa Volz, Chris Bamford, Raluca D. Gaina, Ivan Bravi, Diego Perez-Liebana, Sanaz Mostaghim, Rudolf Kruse
This paper investigates the effect of learning a forward model on the performance of a statistical forward planning agent.
1 code implementation • 3 Jan 2019 • Simon M. Lucas, Jialin Liu, Ivan Bravi, Raluca D. Gaina, John Woodward, Vanessa Volz, Diego Perez-Liebana
This paper introduces a simple and fast variant of Planet Wars as a test-bed for statistical planning based Game AI agents, and for noisy hyper-parameter optimisation.
3 code implementations • 2 May 2018 • Vanessa Volz, Jacob Schrum, Jialin Liu, Simon M. Lucas, Adam Smith, Sebastian Risi
This paper trains a GAN to generate levels for Super Mario Bros using a level from the Video Game Level Corpus.
no code implementations • 1 Nov 2016 • Vanessa Volz, Günter Rudolph, Boris Naujoks
In this paper, we propose a novel approach (SAPEO) to support the survival selection process in multi-objective evolutionary algorithms with surrogate models - it dynamically chooses individuals to evaluate exactly based on the model uncertainty and the distinctness of the population.
no code implementations • 11 Mar 2016 • Vanessa Volz, Günter Rudolph, Boris Naujoks
In this paper, the feasibility of automatic balancing using simulation- and deck-based objectives is investigated for the card game top trumps.