2017
DOI: 10.48550/arxiv.1702.00539
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Procedural Content Generation via Machine Learning (PCGML)

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Cited by 17 publications
(33 citation statements)
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“…Procedural Content Generation via Machine Learning (PCGML) can be used for both level generation and rule generation, both of which we attempt in this work [24]. Initially PCGML research focused on level generation rather than rule generation or autonomous game design.…”
Section: Procedural Content Generation Via Machine Learningmentioning
confidence: 99%
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“…Procedural Content Generation via Machine Learning (PCGML) can be used for both level generation and rule generation, both of which we attempt in this work [24]. Initially PCGML research focused on level generation rather than rule generation or autonomous game design.…”
Section: Procedural Content Generation Via Machine Learningmentioning
confidence: 99%
“…traditional PCG, and can create high quality content [24]. However, there has been relatively little work on using PCGML for generating entire games.…”
mentioning
confidence: 99%
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“…This paper explores how machine learning can be used for procedural content generation as a surrogate model, indirectly influencing the fitness function of a search-based PCG algorithm [33]. So far, machine learned models are primarily used to directly manipulate game content [32]. For instance, neural networks have mostly been used to learn level patterns which are then applied directly to the level.…”
Section: Related Workmentioning
confidence: 99%
“…While machine learning has a long history in procedural generation [32], the proposed framework uses its learned model indirectly (as a surrogate model to guide evolution) rather than directly. More importantly, it follows earlier research [17] in merging game rules (in the form of class parameters) and level properties as inputs, in order to learn how their interrelations affect gameplay outcomes.…”
Section: Related Workmentioning
confidence: 99%