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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 states of Sokoban puzzles. We propose hardness metrics based on pattern database heuristics and the use of novelty to improve the exploration of search methods in the task of generating initial states. We then present a system called Beta that uses our hardness metrics and novelty to generate initial states. Experiments show that Beta is able to generate initial states that are harder to solve by a specialized solver than those designed by human experts.
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,
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
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
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.,
Transfer learning can speed up training in machine learning and is regularly used in classification tasks. It reuses prior knowledge from other tasks to pre-train networks for new tasks. In reinforcement learning, learning actions for a behavior poli