Deep Learning for Procedural Content Generation
Liu, Jialin, Snodgrass, Sam, Khalifa, Ahmed, Risi, Sebastian, Yannakakis, Georgios N., Togelius, Julian
–arXiv.org Artificial Intelligence
However, the computational creativity community combined with LVE can allow users to breed their own has identified that in order to get a full picture game levels, such as Zelda and Mario [104]. Based on of the generator (or creative program) the process by [36, 140], a mixed-initiative tile-based level design tool which the output content is created should be evaluated was implemented by Schrum et al. [103], which allows as well. Colton [11], Jordanous [56], Pease and human to interact with the evolution and exploration Colton [86] each propose frameworks and methodologies within latent level-design space (interface illustrated in for evaluating the creativity of the process of a generator. Figure 1), and to play the generated levels in real-time. Smith and Whitehead [116] (later expanded on by Summerville [125]) proposed methods for holistically EC methods can also collaborate with human to evaluating a content generation approach, by evaluating generate and evaluate or repair game content. Liapis large swaths of generated content to get a broader et al. [71] presented Sentient World tool which allows understanding of the generative space of a content generator interactions with human designers and generates game and its biases within that generative space.
arXiv.org Artificial Intelligence
Oct-9-2020
- Country:
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- North America > United States (0.46)
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- Overview (0.93)
- Research Report (1.00)
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- Leisure & Entertainment > Games
- Computer Games (1.00)
- Media > Music (1.00)
- Leisure & Entertainment > Games
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