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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.
https://arxiv.org/pdf/2010.04548
FOS: Computer and information sciences, Computational and artificial intelligence, Game design, Computer Science - Machine Learning, Artificial Intelligence (cs.AI), 330, Computer Science - Artificial Intelligence, Machine learning, Deep learning, Procedural content generation, Machine Learning (cs.LG)
FOS: Computer and information sciences, Computational and artificial intelligence, Game design, Computer Science - Machine Learning, Artificial Intelligence (cs.AI), 330, Computer Science - Artificial Intelligence, Machine learning, Deep learning, Procedural content generation, Machine Learning (cs.LG)
| 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). | 120 | |
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| influence This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | Top 1% | |
| impulse This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network. | Top 1% |
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| downloads | 25 |

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