The term Procedural Content Generation (PCG) refers to the (semi-)automa...
Generative Adversarial Networks (GANs) are a powerful indirect
genotype-...
Optimisation algorithms are commonly compared on benchmarks to get insig...
This survey compiles ideas and recommendations from more than a dozen
re...
While games have been used extensively as milestones to evaluate game-pl...
Recent procedural content generation via machine learning (PCGML) method...
Benchmarks are a useful tool for empirical performance comparisons. Howe...
Generative Adversarial Networks (GANs) are proving to be a powerful indi...
Generative Adversarial Networks (GANs) are an emerging form of indirect
...
This paper examines learning approaches for forward models based on loca...
This paper provides a detailed investigation of using the Kullback-Leibl...
This paper investigates the effect of learning a forward model on the
pe...
This paper introduces a simple and fast variant of Planet Wars as a test...
Generative Adversarial Networks (GANs) are a machine learning approach
c...
In this paper, we propose a novel approach (SAPEO) to support the surviv...
Game balancing is an important part of the (computer) game design proces...