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The focus of this survey is on research in applying evolutionary and other metaheuristic search algorithms to automatically generating content for games, both digital and nondigital (such as board games). The term search-based procedural content generation is proposed as the name for this emerging field, which at present is growing quickly. A taxonomy for(More)
Procedural content generation (PCG) is an increasingly important area of technology within modern human-computer interaction (HCI) design. Personalization of user experience via affective and cognitive modeling, coupled with real-time adjustment of the content according to user needs and preferences are important steps toward effective and meaningful PCG.(More)
This paper presents a first attempt at evolving the rules for a game. In contrast to almost every other paper that applies computational intelligence techniques to games, we are not generating behaviours, strategies or environments for any particular game; we are starting without a game and generating the game itself. We explain the rationale for doing this(More)
Recently, a small number of papers have appeared in which the authors implement stochastic search algorithms, such as evolutionary computation, to generate game content, such as levels, rules and weapons. We propose a taxonomy of such approaches, centring on what sort of content is generated, how the content is represented, and how the quality of the(More)
In this paper, we show that personalized levels can be automatically generated for platform games. We build on previous work, where models were derived that predicted player experience based on features of level design and on playing styles. These models are constructed using preference learning , based on questionnaires administered to players after(More)
This paper presents the framework, rules, games, controllers, and results of the first General Video Game Playing Competition, held at the IEEE Conference on Computational Intelligence and Games in 2014. The competition proposes the challenge of creating controllers for general video game play, where a single agent must be able to play many different games,(More)
This paper presents a reliable and efficient approach to procedurally generating level maps based on the self-organization capabilities of cellular automata (CA). A simple CA-based algorithm is evaluated on an infinite cave game, generating playable and well-designed tunnel-based maps. The algorithm has very low computational cost, permitting realtime(More)
Evolutionary algorithms are commonly used to create high-performing strategies or agents for computer games. In this paper, we instead choose to evolve the racing tracks in a car racing game. An evolvable track representation is devised, and a multiobjective evolutionary algorithm maximises the entertainment value of the track relative to a particular human(More)
Geometric particle swarm optimization (GPSO) is a recentlyintroduced generalization of traditional particle swarm optimization(PSO) that applies to all combinatorial spaces. The aim of thispaper is to demonstrate the applicability of GPSO to non-trivialcombinatorial spaces. The Sudoku puzzle is a perfect candidate totest new algorithmic ideas because it is(More)
This paper describes the simulated car racing competition held in association with the IEEE WCCI 2008 conference. The organization of the competition is described, along with the rules, the software used, and the submitted car racing controllers. The results of the competition are presented, followed by a discussion about what can be learned from this(More)