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.
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 • 19 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.
no code implementations • 15 Jul 2019 • Luvneesh Mugrai, Fernando De Mesentier Silva, Christoffer Holmgård, Julian Togelius
Matching tile games are an extremely popular game genre.
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 • 12 May 2023 • David Melhart, Julian Togelius, Benedikte Mikkelsen, Christoffer Holmgård, Georgios N. Yannakakis
Video games are one of the richest and most popular forms of human-computer interaction and, hence, their role is critical for our understanding of human behaviour and affect at a large scale.