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 • 9 Oct 2020 • Jialin Liu, Sam Snodgrass, Ahmed Khalifa, Sebastian Risi, Georgios N. Yannakakis, Julian Togelius
This article surveys the various deep learning methods that have been applied to generate game content directly or indirectly, discusses deep learning methods that could be used for content generation purposes but are rarely used today, and envisages some limitations and potential future directions of deep learning for procedural content generation.
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 • 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 • 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 • 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.
1 code implementation • 23 Jun 2016 • Adam James Summerville, Sam Snodgrass, Michael Mateas, Santiago Ontañón
Levels are a key component of many different video games, and a large body of work has been produced on how to procedurally generate game levels.