Procedural Content Generation through Quality Diversity

Gravina, Daniele, Khalifa, Ahmed, Liapis, Antonios, Togelius, Julian, Yannakakis, Georgios N.

arXiv.org Artificial Intelligence 

We propose, therefore, procedural content 1984) in the 1980s, certain genres of digital games have generation through quality-diversity (PCG-QD) as a subset relied on algorithmic processes to generate content such as of search-based procedural content generation [4] which is levels, weapons, personalities, quests, etc. Throughout its long perfectly suited for generating content autonomously (as it can history, procedural content generation (PCG) has aimed to produce a large set of diverse and high-quality artifacts in one provide content that is playable, of a high quality, and yet run, even in search spaces which are not well-defined) or with different from other content that came before or after. On the a human designer (as it can explain and express its artifacts' one hand, most game content need to satisfy certain minimal desirable properties). This paper presents the components of criteria on playability (such as the exit in a dungeon being quality-diversity algorithms, identifies the strengths of PCG-reachable by the player) while they also need to be entertaining QD over popular alternatives, surveys recent work in this vein and challenging (which are softer and often subjective quality and attempts to map out the road ahead.

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