Search-Based Procedural Content Generation: A Taxonomy and Survey
By Julian Togelius, Georgios N. Yannakakis, Kenneth O. Stanley, Cameron Browne. 2011
779 citations recorded by the source corpus.
Subfields: Artificial Intelligence, Computer Vision and Pattern Recognition, Sociology and Political Science, Evolutionary Computation
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Artificial Intelligence
- Jeff Clune
- Kenneth O. Stanley
- Sebastian Risi
- Joel Lehman
- Rui Wang
- Julian Togelius
- Aditya Rawal
- Jiale Zhi
In Computer Vision and Pattern Recognition
- Julian Togelius
- Joel Lehman
- Kenneth O. Stanley
- Georgios N. Yannakakis
- Sebastian Risi
- Jeff Clune
- Rui Wang
- Albert Gatt
In Sociology and Political Science
- Kenneth O. Stanley
- Sebastian Risi
- Jeff Clune
- Joel Lehman
- Rui Wang
- Julian Togelius
- Aditya Rawal
- Georgios N. Yannakakis
In Evolutionary Computation
- Jeff Clune
- Sebastian Risi
- Kenneth O. Stanley
- Julian Togelius
- Rui Wang
- Jiale Zhi
- Joel Lehman
- Georgios N. Yannakakis
Citations in the corpus
- Choose Your Weapon: Survival Strategies for Depressed AI Academics (2023, background): “Procedural content generation for games was a very niche topic 15 years ago and we helped nuild a research community around it [24], [28]; recently it has become more important not only for the games industry, but also as a way to help generalize (deep) reinforcement learning [18], [23].”
- Survey of the State of the Art in Natural Language Generation: Core tasks, applications and evaluation (2017, background): “…a few endeavours to enhance the variety of linguistic expressions used in virtual environments (e.g., Orkin & Roy, 2007), nlg technology is relatively unrepresented in research on games, despite significant progress on dynamic content generation in game environments (e.g., Togelius et al., 2011).”
- Paired Open-Ended Trailblazer (POET): Endlessly Generating Increasingly Complex and Diverse Learning Environments and Their Solutions (2019, methodology): “tudent Curriculum Learning [37], the teacher automatically selects sub-tasks that offer the highest slope of learning curve for the student. Ideas from the field of procedural content generation (PCG) [38, 39], where methods are developed to generate diverse sets of levels 2 and other contents for ga”
- Enhanced POET: Open-Ended Reinforcement Learning through Unbounded Invention of Learning Challenges and their Solutions (2020, background): “…2017), intrinsically motivated goal exploration processes (IMGEPs) (Forestier et al., 2017), teacher-student curriculum learning (Matiisen et al., 2017), or procedural content generation (PCG) methods (usually focused on gaming) (Justesen et al., 2018; Shaker et al., 2016; Togelius et al., 2011).”
- Procedural Content Generation via Machine Learning (PCGML) (2017, methodology): “…sps74@drexel.edu, mguzdial3@gatech.edu, christoffer@holmgard.org, amy.hoover@gmail.com, aisaksen@appabove.com, nealen@nyu.edu, julian@togelius.com This survey explores Procedural Content Generation via Machine Learning (PCGML), defined as the generation of game content using machine learning…”
- Winning Isn't Everything: Training Human-Like Agents for Playtesting and Game AI (2019, background): “See [30], [31] for a survey of these techniques in game design.”
- Experience-Driven Procedural Content Generation (2011, methodology): “EDPCG primarily focuses on bottom-up, search-based [6] approaches for generating content, which are driven by computational heuristics of player experience.”
- Increasing generality in machine learning through procedural content generation (2019, methodology): “In search-based PCG (Table 1), stochastic search/optimization algorithms are used to search for good content according to some evaluation function [18].”
- POET: open-ended coevolution of environments and their optimized solutions (2019, background): “The field of procedural content generation (PCG) [52, 61] also offers inspiration for generating new challenges (usually focused on gaming).”