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846 papers

Pommerman: A Multi-Agent Playground

We present Pommerman, a multi-agent environment based on the classic console game Bomberman. Pommerman consists of a set of scenarios, each having at least four players and containing both...

94 citations 2018-09 AIIDE Workshops

Procedural Content Generation in Games: A Survey with Insights on Emerging LLM Integration

Procedural Content Generation (PCG) is defined as the automatic creation of game content using algorithms. PCG has a long history in both the game industry and the academic world. It can increase...

CALYPSO: LLMs as Dungeon Masters' Assistants

The role of a Dungeon Master, or DM, in the game Dungeons & Dragons is to perform multiple tasks simultaneously. The DM must digest information about the game setting and monsters, synthesize...

Explaining Deep Reinforcement Learning Agents In The Atari Domain through a Surrogate Model

One major barrier to applications of deep Reinforcement Learning (RL) both inside and outside of games is the lack of explainability. In this paper, we describe a lightweight and effective method...

Conditional Level Generation and Game Blending

Prior research has shown variational autoencoders (VAEs) to be useful for generating and blending game levels by learning latent representations of existing level data. We build on such models by...

22 citations 2020-10 AIIDE Workshops

GenerationMania: Learning to Semantically Choreograph

Beatmania is a rhythm action game where players must reproduce some of the sounds of a song by pressing specific controller buttons at the correct time. In this paper we investigate the use of...

16 citations 2018-06 AIIDE Workshops

Arachnophobia Exposure Therapy using Experience-driven Procedural Content Generation via Reinforcement Learning (EDPCGRL)

Personalized therapy, in which a therapeutic practice is adapted to an individual patient, leads to better health outcomes. Typically, this is accomplished by relying on a therapist's training and...

Tile Embedding: A General Representation for Procedural Level Generation via Machine Learning

In recent years, Procedural Level Generation via Machine Learning (PLGML) techniques have been applied to generate game levels with machine learning. These approaches rely on human-annotated...

dAIrector: Automatic Story Beat Generation through Knowledge Synthesis

dAIrector is an automated director which collaborates with humans storytellers for live improvisational performances and writing assistance. dAIrector can be used to create short narrative arcs...

15 citations 2018-10 INT/WICED@AIIDE

Dialogue Shaping: Empowering Agents through NPC Interaction

One major challenge in reinforcement learning (RL) is the large amount of steps for the RL agent needs to converge in the training process and learn the optimal policy, especially in text-based...

13 citations 2023-07 EXAG@AIIDE

Path planning with Inventory-driven Jump-Point-Search

In many navigational domains the traversability of cells is conditioned on the path taken. This is often the case in video-games, in which a character may need to acquire a certain object (i.e., a...

Integrating Automated Play in Level Co-Creation

In level co-creation an AI and human work together to create a video game level. One open challenge in level co-creation is how to empower human users to ensure particular qualities of the final...

Beyond the Meta: Leveraging Game Design Parameters for Patch-Agnostic Esport Analytics

Esport games comprise a sizeable fraction of the global games market, and is the fastest growing segment in games. This has given rise to the domain of esports analytics, which uses telemetry data...

7 citations 2023-05 AIIDE

Narrative-to-Scene Generation: An LLM-Driven Pipeline for 2D Game Environments

Recent advances in large language models (LLMs) enable compelling story generation, but connecting narrative text to playable visual environments remains an open challenge in procedural content...

5 citations 2025-08 EXAG/INT@AIIDE

The Definition-Context-Purpose Paradigm and Other Insights from Industry Professionals About the Definition of a Quest

Among academic communities there is no single agreed upon definition of a quest. The industry perspective on this topic is also largely unknown. Thus, thee purpose of this paper is to gain an...

The Impact of Visualizing Design Gradients for Human Designers

Mixed-initiative Procedural Content Generation (PCG) refers to tools or systems in which a human designer works with an algorithm to produce game content. This area of research remains relatively...

From Frustration to Fun: An Adaptive Problem-Solving Puzzle Game Powered by Genetic Algorithm

This paper explores adaptive problem solving with a game designed to support the development of problem-solving skills. Using an adaptive, AI-powered puzzle game, our adaptive problem-solving...

Enhancing Two-Player Performance Through Single-Player Knowledge Transfer: An Empirical Study on Atari 2600 Games

Playing two-player games using reinforcement learning and self-play can be challenging due to the complexity of two-player environments and the possible instability in the training process. We...