• DocumentCode
    1756718
  • Title

    Learning-Based Procedural Content Generation

  • Author

    Roberts, Jonathan ; Ke Chen

  • Author_Institution
    Sch. of Comput. Sci., Univ. of Manchester, Manchester, UK
  • Volume
    7
  • Issue
    1
  • fYear
    2015
  • fDate
    42064
  • Firstpage
    88
  • Lastpage
    101
  • 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 data-driven 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 first-person shooter game, Quake. Simulation results suggest that our framework is promising in generating quality content.
  • Keywords
    computer games; learning (artificial intelligence); user interfaces; AI game research; LBPCG; PCG framework; Quake; computational intelligence; content evaluation; data-driven methodology; end user; first-person shooter game; game development; gameplay experience; learning-based enabling techniques; learning-based procedural content generation; machine learning; personalized content generation; public player test; robust content adaptable; Adaptation models; Artificial intelligence; Computational intelligence; Computational modeling; Games; IP networks; Vectors; Content categorization; Quake; first person shooter; machine learning; on-line adaptation; player categorization; procedural content generation; public experience modeling;
  • fLanguage
    English
  • Journal_Title
    Computational Intelligence and AI in Games, IEEE Transactions on
  • Publisher
    ieee
  • ISSN
    1943-068X
  • Type

    jour

  • DOI
    10.1109/TCIAIG.2014.2335273
  • Filename
    6853332