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Procedural content generation in video games has a long history. Existing procedural content generation methods, such as search-based, solver-based, rule-based and grammar-based methods have been applied to various content types such as levels, maps, character models, and textures. A research field centered on content generation in games has existed for more than a decade. More recently, deep learning has powered a remarkable range of inventions in content production, which are applicable to games. While some cutting-edge deep learning methods are applied on their own, others are applied in combination with more traditional methods, or in an interactive setting. This article surveys the various deep learning methods that have been applied to generate game content directly or indirectly, discusses deep learning methods that could be used for content generation purposes but are rarely used today, and envisages some limitations and potential future directions of deep learning for procedural content generation.
This survey explores Procedural Content Generation via Machine Learning (PCGML), defined as the generation of game content using machine learning models trained on existing content. As the importance of PCG for game development increases, researchers
Recent procedural content generation via machine learning (PCGML) methods allow learning from existing content to produce similar content automatically. While these approaches are able to generate content for different games (e.g. Super Mario Bros.,
Behavior trees (BTs) are a popular method of modeling the behavior of NPCs and enemy AI and have found widespread use in a large number of commercial games. In this paper, rather than use BTs to model game-playing agents, we demonstrate their use for
Procedural generation of initial states of state-space search problems have applications in human and machine learning as well as in the evaluation of planning systems. In this paper we deal with the task of generating hard and solvable initial state
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