paper-with-me

홈 › Papers

The VGLC: The Video Game Level Corpus

2016-06-23 · Adam James Summerville, Sam Snodgrass, Michael Mateas, Santiago Ontañón

Levels are a key component of many different video games, and a large body of work has been produced on how to procedurally generate game levels. Recently, Machine Learning techniques have been applied to video game level generation towards the purpose of automatically generating levels that have the properties of the training corpus. Towards that end we have made available a corpora of video game levels in an easy to parse format ideal for different machine learning and other game AI research purposes.

📄 PDF Abstract BibTeX arXiv:1606.07487

Code (1)

TheVGLC/TheVGLC 공식 구현

Tasks

BIG-bench Machine Learning

Similar Papers 제목 키워드 기반

Evolving Mario Levels in the Latent Space of a Deep Convolutional Generative Adversarial Network

2018-05-02 · Vanessa Volz, Jacob Schrum, Jialin Liu, Simon M. Lucas 외

Generative Adversarial Networks (GANs) are a machine learning approach capable of generating novel example outputs across a space of provided training examples. Procedural Content Generation (PCG) of levels for video gam…

Generative Adversarial NetworkSNES Games

GameVibe: A Multimodal Affective Game Corpus

2024-06-17 · Matthew Barthet, Maria Kaselimi, Kosmas Pinitas, Konstantinos Makantasis 외

As online video and streaming platforms continue to grow, affective computing research has undergone a shift towards more complex studies involving multiple modalities. However, there is still a lack of readily available…

Diversity

Analysis of Vanilla Rolling Horizon Evolution Parameters in General Video Game Playing

2017-04-24 · Raluca D. Gaina, Jialin Liu, Simon M. Lucas, Diego Perez-Liebana

Monte Carlo Tree Search techniques have generally dominated General Video Game Playing, but recent research has started looking at Evolutionary Algorithms and their potential at matching Tree Search level of play or even…

Evolutionary Algorithms

Question-Answering with Logic Specific to Video Games

2016-05-01 · LREC 2016 5 · Corentin Dumont, Ran Tian, Kentaro Inui

We present a corpus and a knowledge database aiming at developing Question-Answering in a new context, the open world of a video game. We chose a popular game called {`}Minecraft{'}, and created a QA corpus with a knowle…

ClusteringMinecraftQuestion Answering

Population Seeding Techniques for Rolling Horizon Evolution in General Video Game Playing

2017-04-23 · Rauca D. Gaina, Simon M. Lucas, Diego Perez-Liebana

While Monte Carlo Tree Search and closely related methods have dominated General Video Game Playing, recent research has demonstrated the promise of Rolling Horizon Evolutionary Algorithms as an interesting alternative. …

Evolutionary Algorithms