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image/svg+xml Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao Closed Access logo, derived from PLoS Open Access logo. This version with transparent background. http://commons.wikimedia.org/wiki/File:Closed_Access_logo_transparent.svg Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao https://doi.org/10.1...arrow_drop_down
image/svg+xml Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao Closed Access logo, derived from PLoS Open Access logo. This version with transparent background. http://commons.wikimedia.org/wiki/File:Closed_Access_logo_transparent.svg Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao
https://doi.org/10.17918/d8794...
Doctoral thesis . 2021 . Peer-reviewed
License: PDM
Data sources: Crossref
https://dx.doi.org/10.17918/d8...
Doctoral thesis . 2018
Data sources: Datacite
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Markov Models for Procedural Content Generation

Authors: Sam Snodgrass; Santiago Ontañón;

Markov Models for Procedural Content Generation

Abstract

Procedural content generation (PCG) is a growing area of research focused on leveraging artificial intelligence in the design and creation of content (e.g., levels, environments, stories, etc.) oftentimes for video games. However, most current PCG approaches are domain specific or require a substantial amount of domain knowledge to be used across multiple domains. We want to determine whether more general approaches to PCG are possible (i.e., approaches that can be applied across large classes of domains without customization or domain knowledge). The first key contribution of this dissertation is to show that machine learning approaches, specifically Markov models, can be used to model and generate levels across multiple domains by replacing domain knowledge with training data, while still being able to capture much of the domain information, such as structural level information and player interactions. The second key contribution of our work is a new theoretical framework to understand PCG approaches based on machine learning, and provide a unifying view of this new class of approaches, highlighting similarities, differences, and providing insights into future avenues of research. Our third main contribution is the development of extensions to these machine learning-based approaches that allow for more control over the generated content and more accurate modeling of the given domain.

Related Organizations
Keywords

Artificial intelligence, Markov processes, Machine learning, Computer games--Programming, Computer science

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selected citations
These citations are derived from selected sources.
This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Citations provided by BIP!
popularity
This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
BIP!Popularity provided by BIP!
influence
This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Influence provided by BIP!
impulse
This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
BIP!Impulse provided by BIP!
2
Average
Average
Average
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