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Search-based procedural content generation uses stochastic global optimization algorithms to search for game content. However, standard tree search algorithms can be competitive with evolution on some optimization problems. We investigate the applicability of several tree search methods to level generation and compare them systematically with several optimization algorithms, including evolutionary algorithms. We compare them on three different game level generation problems: Binary, Zelda, and Sokoban. We introduce two new representations that can help tree search algorithms deal with the large branching factor of the generation problem. We find that in general, optimization algorithms clearly outperform tree search algorithms, but given the right problem representation certain tree search algorithms perform similarly to optimization algorithms, and in one particular problem, we see surprisingly strong results from MCTS.
Quantum computation is an emerging technology that promises a wide range of possible use cases. This promise is primarily based on algorithms that are unlikely to be viable over the coming decade. For near-term applications, quantum software needs to
This paper presents a two-step generative approach for creating dungeons in the rogue-like puzzle game MiniDungeons 2. Generation is split into two steps, initially producing the architectural layout of the level as its walls and floor tiles, and the
Stochastic network design is a general framework for optimizing network connectivity. It has several applications in computational sustainability including spatial conservation planning, pre-disaster network preparation, and river network optimizatio
Different from other sequential data, sentences in natural language are structured by linguistic grammars. Previous generative conversational models with chain-structured decoder ignore this structure in human language and might generate plausible re
Recent research in behaviour understanding through language grounding has shown it is possible to automatically generate behaviour models from textual instructions. These models usually have goal-oriented structure and are modelled with different for