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This paper introduces a fully automatic method of mechanic illumination for general video game level generation.
On a feasible–infeasible two-population (fi-2pop) genetic algorithm for constrained optimization: Distance tracing and no free lunch
Steven Orla Kimbrough, Gary J Koehler, Ming Lu, and David Harlan Wood. 2008 · 2008
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Defining game mechanics
Miguel Sicart. 2008 · 2008
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The 2009 mario ai competition. In IEEE Congress on Evolutionary Computation . IEEE, 1–8
Julian Togelius, Sergey Karakovskiy, and Robin Baumgarten. 2010 · 2009
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Automatic generation of game elements via evolution. In Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games . IEEE, 289–296
Daniel Ashlock. 2010 · 2010
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Polymorph: dynamic difficulty adjustment through level generation. In Proceedings of the 2010 Workshop on Procedural Content Generation in Games . 1–4
Martin Jennings-Teats, Gillian Smith, and Noah Wardrip-Fruin. 2010 · 2010
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Search-based procedural generation of maze-like levels
Daniel Ashlock, Colin Lee, and Cameron McGuinness. 2011 · 2011
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Search-based procedural content generation: A taxonomy and survey
Julian Togelius, Georgios N Yannakakis, Kenneth O Stanley, and Cameron Browne. 2011 · 2011
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A case study of expressively constrainable level design automation tools for a puzzle game. In International Conference on the Foundations of Digital Games . ACM, 156–163
Adam M Smith, Erik Andersen, Michael Mateas, and Zoran Popović. 2012 · 2012
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Towards a video game description language. Schloss Dagstuhl-Leibniz-Zentrum fuer Informatik
Marc Ebner, John Levine, Simon M Lucas, Tom Schaul, Tommy Thompson, and Julian Togelius. 2013 · 2013
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Illuminating search spaces by mapping elites
Jean-Baptiste Mouret and Jeff Clune. 2015 · 2015
Cited alongside, same era.
Matching games and algorithms for general video game playing. In Twelfth Artificial Intelligence and Interactive Digital Entertainment Conference
Philip Bontrager, Ahmed Khalifa, Andre Mendes, and Julian Togelius. 2016 · 2016
Cited alongside, same era.
General video game for 2 players: Framework and competition. In Computer Science and Electronic Engineering . IEEE, 186–191
Raluca D Gaina, Diego Pérez-Liébana, and Simon M Lucas. 2016 · 2016
Cited alongside, same era.
General video game level generation. In Genetic and Evolutionary Computation Conference . ACM, 253–259
Ahmed Khalifa, Diego Perez-Liebana, Simon M Lucas, and Julian Togelius. 2016 · 2016
Cited alongside, same era.
General video game ai: Competition, challenges and opportunities. In AAAI Conference on Artificial Intelligence
Deep Reinforcement Learning for General Video Game AI. In Computational Intelligence and Games . IEEE, 1–8
Ruben Rodriguez Torrado, Philip Bontrager, Julian Togelius, Jialin Liu, and Diego Perez-Liebana. 2018 · 2018
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Empowering quality diversity in dungeon design with interactive constrained MAP-Elites. In 2019 IEEE Conference on Games (CoG) . IEEE, 1–8
Alberto Alvarez, Steve Dahlskog, Jose Font, and Julian Togelius. 2019 · 2019
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Hyperstate space graphs for automated game analysis. In 2019 IEEE Conference on Games (CoG) . IEEE, 1–8
Michael Cook and Azalea Raad. 2019 · 2019
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Procedural content generation through quality diversity. In 2019 IEEE Conference on Games (CoG) . IEEE, 1–8
Daniele Gravina, Ahmed Khalifa, Antonios Liapis, Julian Togelius, and Georgios N Yannakakis. 2019 · 2019
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Diego Perez-Liebana, Spyridon Samothrakis, Julian Togelius, Tom Schaul, and Simon M Lucas. 2016 · 2016
Cited alongside, same era.
" Press Space to Fire": Automatic Video Game Tutorial Generation. In Thirteenth Artificial Intelligence and Interactive Digital Entertainment Conference
Michael Cerny Green, Ahmed Khalifa, Gabriella AB Barros, and Julian Togellius. 2017 · 2017
Cited alongside, same era.
General video game rule generation. In 2017 IEEE Conference on Computational Intelligence and Games (CIG) . IEEE, 170–177
Ahmed Khalifa, Michael Cerny Green, Diego Perez-Liebana, and Julian Togelius. 2017 · 2017
Cited alongside, same era.
AtDELFI: automatically designing legible, full instructions for games. In Proceedings of the 13th International Conference on the Foundations of Digital Games . ACM, 17
Michael Cerny Green, Ahmed Khalifa, Gabriella AB Barros, Tiago Machado, Andy Nealen, and Julian Togelius. 2018 · 2018
Cited alongside, same era.
Talakat: Bullet hell generation through constrained map-elites. In Proceedings of The Genetic and Evolutionary Computation Conference . 1047–1054
Ahmed Khalifa, Scott Lee, Andy Nealen, and Julian Togelius. 2018 · 2018
Cited alongside, same era.
Michael Cerny Green, Ahmed Khalifa, Gabriella AB Barros, Tiago Machado, and Julian Togelius. 2019 · 2019
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Intentional computational level design. In Proceedings of The Genetic and Evolutionary Computation Conference . 796–803
Ahmed Khalifa, Michael Cerny Green, Gabriella Barros, and Julian Togelius. 2019 · 2019
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General video game ai: a multi-track framework for evaluating agents, games and content generation algorithms
Diego Perez-Liebana, Jialin Liu, Ahmed Khalifa, Raluca D Gaina, Julian Togelius, and Simon M Lucas. 2019 · 2019
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PlayMapper: Illuminating Design Spaces of Platform Games. In 2019 IEEE Conference on Games (CoG) . IEEE, 1–4
Vivek R Warriar, Carmen Ugarte, John R Woodward, and Laurissa Tokarchuk. 2019 · 2019
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