Learning-Based Procedural Content Generation

Jonathan Roberts, Ke Chen

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    Abstract

    Procedural content generation (PCG) has recently become one of the hottest topics in computational intelligence and AI game research. While some substantial progress has been made in this area, there are still several challenges ranging from content evaluation to personalized content generation. In this paper, we present a novel PCG framework based on machine learning, named learning-based procedure content generation (LBPCG), to tackle a number of challenging problems. By exploring and exploiting information gained in game development and public player test, our framework can generate robust content adaptable to end-user or target players on-line with minimal interruption to their gameplay experience. As the datadriven methodology is emphasized in our framework, we develop learning-based enabling techniques to implement the various models required in our framework. For a proof of concept, we have developed a prototype based on the classic open source firstperson shooter game, Quake. Simulation results suggest that our framework is promising in generating quality content.
    Original languageEnglish
    Pages (from-to)88-101
    Number of pages14
    JournalIEEE Transactions on Computational Intelligence and AI in Games
    Volume7
    Issue number1
    DOIs
    Publication statusPublished - Mar 2015

    Keywords

    • Content categorization, first person shooter, machine learning, on-line adaptation, player categorization, procedural content generation, public experience modeling, Quake

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