TY - JOUR
T1 - Deep learning for procedural content generation
AU - Liu, Jialin
AU - Snodgrass, Sam
AU - Khalifa, Ahmed
AU - Risi, Sebastian
AU - Yannakakis, Georgios N.
AU - Togelius, Julian
N1 - Funding Information:
J. Liu was supported by the National Key R&D Program of China (Grant No. 2017YFC0804003), the National Natural Science Foundation of China (Grant No. 61906083), the Guangdong Provincial Key Laboratory (Grant No. 2020B121201001), the Program for Guangdong Introducing Innovative and Entrepreneurial Teams (Grant No. 2017ZT07X386), the Science and Technology Innovation Committee Foundation of Shenzhen (Grant No. JCYJ20190809121403553), the Shenzhen Science and Technology Program (Grant No. KQTD2016112514355531) and the Program for University Key Laboratory of Guangdong Province (Grant No. 2017KSYS008). S. Risi was supported by a Google Faculty Research award and a Sapere Aude: DFF-Starting Grant. A. Khalifa and J. Togelius acknowledge the financial support from National Science Foundation (NSF) award number 1717324 - “RI: Small: General Intelligence through Algorithm Invention and Selection”. G. N. Yannakakis was supported by European Union’s Horizon 2020 AI4Media (951911) and TAMED (101003397) projects.
Funding Information:
J. Liu was supported by the National Key R&D Program of China (Grant No. 2017YFC0804003), the National Natural Science Foundation of China (Grant No. 61906083), the Guangdong Provincial Key Laboratory (Grant No. 2020B121201001), the Program for Guangdong Introducing Innovative and Entrepreneurial Teams (Grant No. 2017ZT07X386), the Science and Technology Innovation Committee Foundation of Shenzhen (Grant No. JCYJ20190809121403553), the Shenzhen Science and Technology Program (Grant No. KQTD2016112514355531) and the Program for University Key Laboratory of Guangdong Province (Grant No. 2017KSYS008). S. Risi was supported by a Google Faculty Research award?and a Sapere Aude: DFF-Starting Grant. A. Khalifa and J. Togelius acknowledge the financial support from National Science Foundation (NSF) award number 1717324 - ?RI: Small: General Intelligence through Algorithm Invention and Selection?.?G. N. Yannakakis was supported?by European Union?s Horizon 2020 AI4Media (951911)?and TAMED (101003397) projects.
Publisher Copyright:
© 2020, Springer-Verlag London Ltd., part of Springer Nature.
PY - 2021/1
Y1 - 2021/1
N2 - 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.
AB - 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.
KW - Computational and artificial intelligence
KW - Deep learning
KW - Game design
KW - Machine learning
KW - Procedural content generation
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U2 - 10.1007/s00521-020-05383-8
DO - 10.1007/s00521-020-05383-8
M3 - Article
AN - SCOPUS:85092349783
VL - 33
SP - 19
EP - 37
JO - Neural Computing and Applications
JF - Neural Computing and Applications
SN - 0941-0643
IS - 1
ER -