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. As the importance of PCG for game development increases, researchers explore new avenues for generating high-quality content with or without human involvement; this paper addresses the relatively new paradigm of using machine learning (in contrast with search-based, solver-based, and constructive methods). We focus on what is most often considered functional game content such as platformer levels, game maps, interactive fiction stories, and cards in collectible card games, as opposed to cosmetic content such as sprites and sound effects. In addition to using PCG for autonomous generation, co-creativity, mixed-initiative design, and compression, PCGML is suited for repair, critique, and content analysis because of its focus on modeling existing content. We discuss various data sources and representations that affect the generated content. Multiple PCGML methods are covered, including neural networks: long short-term memory (LSTM) networks, autoencoders, and deep convolutional networks; Markov models: n-grams and multi-dimensional Markov chains; clustering; and matrix factorization. Finally, we discuss open problems in PCGML, including learning from small datasets, lack of training data, multi-layered learning, style-transfer, parameter tuning, and PCG as a game mechanic.
Knowledge and its attendant phenomena are central to human storytelling and to the human experience more generally, but we find very few games that revolve around these concerns. This works to preclude a whole class of narrative experiences in games, and it also damages character believability. In this paper, we present an AI framework that supports gameplay with non-player characters who observe and form knowledge about the world, propagate knowledge to other characters, misremember and forget knowledge, and lie. We outline this framework through the lens of a gameplay experience that is intended to showcase it, called Talk of the Town, which we are currently developing. From a review of earlier projects, we find that our system has a novel combination of features found only independently across other systems, and that it is among the first to support character memory fallibility.
Jumping has been an important mechanic since its introduction in Donkey Kong. It has taken a variety of forms and shown up in numerous games, with each jump having a di erent feel. In this paper, we use a modi ed Nintendo Entertainment System (NES) emulator to semi-automatically run experiments on a large subset (∼30%) of NES platform games. We use these experiments to build models of jumps from di erent developers, series, and games across the history of the console. We then examine these models to gain insights into di erent forms of jumping and their associated feel.
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