no code implementations • 14 Feb 2018 • Gabriella A. B. Barros, Michael Cerny Green, Antonios Liapis, Julian Togelius
This paper presents a framework for generating adventure games from open data.
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 • 27 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.
no code implementations • 30 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.
no code implementations • 30 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.
no code implementations • 11 Jul 2018 • Michael Cerny Green, Ahmed Khalifa, Gabriella A. B. Barros, Tiago Machado, Andy Nealen, Julian Togelius
This paper introduces a fully automatic method for generating video game tutorials.
1 code implementation • 18 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.
no code implementations • 28 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.
no code implementations • 16 Jan 2019 • Michael Cerny Green, Benjamin Sergent, Pushyami Shandilya, Vibhor Kumar
In this paper we propose a new training loop for deep reinforcement learning agents with an evolutionary generator.
5 code implementations • 27 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.
1 code implementation • 18 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.
no code implementations • 14 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.
no code implementations • 11 Jun 2019 • Michael Cerny Green, Ahmed Khalifa, Athoug Alsoughayer, Divyesh Surana, Antonios Liapis, Julian Togelius
This paper presents a two-step generative approach for creating dungeons in the rogue-like puzzle game MiniDungeons 2.
no code implementations • 12 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.
no code implementations • 6 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.
no code implementations • 3 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.
no code implementations • 7 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.
no code implementations • 11 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.
no code implementations • 20 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.
no code implementations • 27 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.
no code implementations • 10 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.
no code implementations • 17 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.
no code implementations • 24 Mar 2022 • Michael Cerny Green, Ahmed Khalifa, M Charity, Debosmita Bhaumik, Julian Togelius
We investigate how to efficiently predict play personas based on playtraces.
no code implementations • 11 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.
no code implementations • 11 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.
1 code implementation • 27 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.
no code implementations • 11 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.
no code implementations • 20 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.