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review-article

Deep learning for procedural content generation

Published: 01 January 2021 Publication History

Abstract

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.

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  • (2024)Procedural content generation in gamesProceedings of the Twentieth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment10.1609/aiide.v20i1.31877(167-178)Online publication date: 18-Nov-2024
  • (2024)Game Software Engineering: A Controlled Experiment Comparing Automated Content Generation TechniquesProceedings of the 18th ACM/IEEE International Symposium on Empirical Software Engineering and Measurement10.1145/3674805.3686690(302-313)Online publication date: 24-Oct-2024
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Information & Contributors

Information

Published In

cover image Neural Computing and Applications
Neural Computing and Applications  Volume 33, Issue 1
Jan 2021
484 pages
ISSN:0941-0643
EISSN:1433-3058
Issue’s Table of Contents

Publisher

Springer-Verlag

Berlin, Heidelberg

Publication History

Published: 01 January 2021
Accepted: 23 September 2020
Received: 14 May 2020

Author Tags

  1. Procedural content generation
  2. Game design
  3. Deep learning
  4. Machine learning
  5. Computational and artificial intelligence

Qualifiers

  • Review-article

Funding Sources

  • National Key R&D Program of China
  • National Natural Science Foundation of China
  • Guangdong Provincial Key Laboratory
  • Program for Guangdong Introducing Innovative and Entrepreneurial Teams
  • Science and Technology Innovation Committee Foundation of Shenzhen
  • Shenzhen Science and Technology Program
  • Program for University Key Laboratory of Guangdong Province
  • Google Faculty Research award
  • National Science Foundation

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Cited By

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  • (2024)Procedural content generation in gamesProceedings of the Twentieth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment10.1609/aiide.v20i1.31877(167-178)Online publication date: 18-Nov-2024
  • (2024)Game Software Engineering: A Controlled Experiment Comparing Automated Content Generation TechniquesProceedings of the 18th ACM/IEEE International Symposium on Empirical Software Engineering and Measurement10.1145/3674805.3686690(302-313)Online publication date: 24-Oct-2024
  • (2024)Creativity and Machine Learning: A SurveyACM Computing Surveys10.1145/366459556:11(1-41)Online publication date: 28-Jun-2024
  • (2024)On the Evaluation of Procedural Level Generation SystemsProceedings of the 19th International Conference on the Foundations of Digital Games10.1145/3649921.3650016(1-10)Online publication date: 21-May-2024
  • (2024)DreamCraft: Text-Guided Generation of Functional 3D Environments in MinecraftProceedings of the 19th International Conference on the Foundations of Digital Games10.1145/3649921.3649943(1-15)Online publication date: 21-May-2024
  • (2024)Leveraging Phylogenetics in Software Product Families: The Case of Latent Content Generation in Video GamesProceedings of the 28th ACM International Systems and Software Product Line Conference10.1145/3646548.3672596(113-124)Online publication date: 2-Sep-2024
  • (2024)"I Felt Everyone Was a Streamer": An Empirical Study on What Makes Avatar Collective Streaming EngagingProceedings of the ACM on Human-Computer Interaction10.1145/36373448:CSCW1(1-25)Online publication date: 26-Apr-2024
  • (2024)Real Risks of Fake Data: Synthetic Data, Diversity-Washing and Consent CircumventionProceedings of the 2024 ACM Conference on Fairness, Accountability, and Transparency10.1145/3630106.3659002(1733-1744)Online publication date: 3-Jun-2024
  • (2024)Affecting Audience Valence and Arousal in 360 Immersive Environments: How Powerful Neural Style Transfer Is?Virtual, Augmented and Mixed Reality10.1007/978-3-031-61041-7_15(224-243)Online publication date: 29-Jun-2024
  • (2023)MarioGPTProceedings of the 37th International Conference on Neural Information Processing Systems10.5555/3666122.3668483(54213-54227)Online publication date: 10-Dec-2023
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