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Large Language Models (LLMs) have proven to be useful tools in various domains outside of the field of their inception, which was natural language processing.
J. Togelius, G. N. Yannakakis, K. O. Stanley, and C. Browne, “Search-based procedural content generation: A taxonomy and survey,” IEEE Transactions on Computational Intelligence and AI in Games , vol. 3, no. 3, pp. 172–186, 2011
2011
Earlier work this paper cites.
N. Shaker, J. Togelius, and M. J. Nelson, “Procedural content generation in games,” 2016
2016
Earlier work this paper cites.
A. Summerville, S. Snodgrass, M. Guzdial, C. Holmgård, A. K. Hoover, A. Isaksen, A. Nealen, and J. Togelius, “Procedural content generation via machine learning (pcgml),” IEEE Transactions on Games , vol. 10, no. 3, pp. 257–270, 2018
2018
Earlier work this paper cites.
J. Xu and Z. Zhu, “Reinforced continual learning,” Advances in Neural Information Processing Systems , vol. 31, 2018
2018
Earlier work this paper cites.
J. Harris, Exploring roguelike games . CRC Press, 2020
2020
Earlier work this paper cites.
R. R. Torrado, A. Khalifa, M. C. Green, N. Justesen, S. Risi, and J. Togelius, “Bootstrapping conditional gans for video game level generation,” in 2020 IEEE Conference on Games (CoG) . IEEE, 2020, pp. 41–48
2020
Cited alongside, same era.
2020
Cited alongside, same era.
J. Liu, S. Snodgrass, A. Khalifa, S. Risi, G. N. Yannakakis, and J. Togelius, “Deep learning for procedural content generation,” Neural Computing and Applications , vol. 33, no. 1, pp. 19–37, 2021
2021
Cited alongside, same era.
2022
Cited alongside, same era.
2023
Closest in time.
2023
Closest in time.
G. Todd, S. Earle, M. U. Nasir, M. C. Green, and J. Togelius, “Level generation through large language models,” in Proceedings of the 18th International Conference on the Foundations of Digital Games , 2023, pp. 1–8
2023
Closest in time.
2023
Closest in time.
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