Mixed-Initiative Level Design with RL Brush

Delarosa, Omar, Dong, Hang, Ruan, Mindy, Khalifa, Ahmed, Togelius, Julian

arXiv.org Artificial Intelligence 

Procedurally generated content has been used in games Modern games often rely on procedural content generation since the early 1980s. Early PCG-enabled games like Rogue (PCG) to create large amounts of content autonomously or (Michael Toy, 1980) used PCG to expand the overall depth with limited or no human input. PCG methods are used with of the game by generating dungeons methods as well as coping many different design goals in mind, including enabling a with the hardware limitations of the day (Yannakakis and particular aesthetic. They can also be used to streamline Togelius, 2018). This section will lay out more contemporary time-intensive tasks such as modeling and designing thousands applications and methods of generating game content of unique tree assets for a forest environment.

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