Survey on procedural game generation
Vestnik Ûžno-Uralʹskogo gosudarstvennogo universiteta. Seriâ Vyčislitelʹnaâ matematika i informatika, Tome 4 (2015) no. 1, pp. 5-20 Cet article a éte moissonné depuis la source Math-Net.Ru

Voir la notice de l'article

Procedural content generation (PCG) is one of the most important fields of research in videogame industry. PCG allows creating different parts of games automatically; an interesting task of PCG is generating game rules and even whole games. In this paper, we present an overview of research in this field; algorithms from evolutionary computation and logic programming fields that can be used to generate game rules and games in different genres are described, as well as methods of evaluating the resulting games. We briefly describe general game-playing programs and the PCG systems that were used in them. Several representations and description languages utilized in PCG systems to encode game rules are also described.
Keywords: procedural content generation, game design, general game playing, artificial intelligence.
@article{VYURV_2015_4_1_a0,
     author = {M. G. Mezhenin},
     title = {Survey on procedural game generation},
     journal = {Vestnik \^U\v{z}no-Uralʹskogo gosudarstvennogo universiteta. Seri\^a Vy\v{c}islitelʹna\^a matematika i informatika},
     pages = {5--20},
     year = {2015},
     volume = {4},
     number = {1},
     language = {ru},
     url = {http://geodesic.mathdoc.fr/item/VYURV_2015_4_1_a0/}
}
TY  - JOUR
AU  - M. G. Mezhenin
TI  - Survey on procedural game generation
JO  - Vestnik Ûžno-Uralʹskogo gosudarstvennogo universiteta. Seriâ Vyčislitelʹnaâ matematika i informatika
PY  - 2015
SP  - 5
EP  - 20
VL  - 4
IS  - 1
UR  - http://geodesic.mathdoc.fr/item/VYURV_2015_4_1_a0/
LA  - ru
ID  - VYURV_2015_4_1_a0
ER  - 
%0 Journal Article
%A M. G. Mezhenin
%T Survey on procedural game generation
%J Vestnik Ûžno-Uralʹskogo gosudarstvennogo universiteta. Seriâ Vyčislitelʹnaâ matematika i informatika
%D 2015
%P 5-20
%V 4
%N 1
%U http://geodesic.mathdoc.fr/item/VYURV_2015_4_1_a0/
%G ru
%F VYURV_2015_4_1_a0
M. G. Mezhenin. Survey on procedural game generation. Vestnik Ûžno-Uralʹskogo gosudarstvennogo universiteta. Seriâ Vyčislitelʹnaâ matematika i informatika, Tome 4 (2015) no. 1, pp. 5-20. http://geodesic.mathdoc.fr/item/VYURV_2015_4_1_a0/

[1] C. Browne, Evolutionary Game Design, Springer, Berlin, 2011, 122 pp.

[2] M. Cook, S. Colton, A. Pease, “Aesthetic Considerations for Automated Platformer Design”, AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2012, 56–63

[3] M. Cook, S. Colton, J. Gow, “Automating Game Design In Three Dimensions”, Proceedings of the AISB Symposium on AI and Games, 2014, 20–24

[4] M. Cook, S. Colton, J. Gow, “Initial Results from Co-operative Co-evolution for Automated Platformer Design”, European Conference on Applications of Evolutionary Computing, 2012, 194–203 | DOI

[5] M. Cook, S. Colton, “Ludus Ex Machina: Building A 3D Game Designer That Competes Alongside Humans”, Proceedings of Fifth International Conference on Computational Creativity, 2014, 54–62

[6] M. Cook, S. Colton, A. Raad, J. Gow, “Mechanic Miner: Reflection-Driven Game Mechanic Discovery and Level Design”, Applications of Evolutionary Computation, 2013, 284–293 | DOI

[7] M. Cook, S. Colton, “Multi-Faceted Evolution Of Simple Arcade Games”, IEEE Conference on Computational Intelligence and Games, 2011, 289–296

[8] M. Ebner, J. Levine, S. Lucas, T. Schaul, T. Thompson, J. Togelius, “Towards a Video Game Description Language”, Dagstuhl Seminar on Artificial and Computational Intelligence in Games, 2013, 1–17

[9] J. Font, T. Mahlmann, D. Manrique, J. Togelius, “A Card Game Description Language”, Applications of Evolutionary Computation, 2013, 254–263 | DOI

[10] M. Hendrikx, S. Meijer, J. Van Der Velden, A. Iosup, “Procedural Content Generation for Games: A Survey”, ACM Transactions on Multimedia Computing, Communications, and Applications, 9:1 (2013), 1–22 | DOI

[11] V. Hom, J. Marks, “Automatic Design of Balanced Board Games”, Proceedings of the Third Artificial Intelligence and Interactive Digital Entertainment Conference, 2007, 25–30

[12] D. Koller, A. Pfeffer, “Generating and Solving Imperfect Information Games”, Proceedings of the 14th international joint conference on Artificial intelligence, 1995, 1185–1192

[13] N. Love, T. Hinrichs, M. Genesereth, General Game Playing: Game Description Language Specification, Stanford University, Stanford, 2006, 25 pp.

[14] T. Mahlmann, J. Togelius, G. N. Yannakakis, “Towards Procedural Strategy Game Generation: Evolving Complementary Unit Types”, Applications of Evolutionary Computation, 2011, 93–102 | DOI

[15] M. Nelson, M. Mateas, “Recombinable Game Mechanics for Automated Design Support”, Proceedings of the Fourth AIIDE Conference, 2008, 84–89

[16] J. Orwant, “EGGG: Automated Programming for Game Generation”, IBM Systems Journal, 39:3 (2000), 782–794 | DOI

[17] B. Pell, “METAGAME in Symmetric Chess-Like Games”, Heuristic Programming in Artificial Intelligence 3: The Third Computer Olympiad, 1992, 1277–1307

[18] T. Shaul, “A Video Game Description Language for Model-based or Interactive Learning”, Proceedings of IEEE Conference on Computational Intelligence in Games, 2013, 1–8

[19] A. Smith, M. Mateas, “Variations Forever: Flexibly Generating Rulesets from a Sculptable Design Space of Mini-Games”, Proceedings of the IEEE Conference on Computational Intelligence and Games, 2010, 273–280

[20] M. Thielscher, “A General Game Description Language for Incomplete Information Games”, Proceedings of the AAAI Conference on Artificial Intelligence, 2010, 994–999

[21] J. Togelius, “A Procedural Critique of Deontological Reasoning”, Proceedings of the 2011 DIGRA International Conference, 2011, 110–123

[22] J. Togelius, J. Schmidhuber, “An Experiment in Automatic Game Design”, IEEE Symposium on Computational Intelligence and Games, 2008, 111–118

[23] J. Togelius, M. Nelson, A. Liapis, “Characteristics of Generatable Games”, Proceedings of the Fifth Workshop on Procedural Content Generation in Games, 2014, 63–68

[24] J. Togelius, N. Shaker, M. Nelson, Procedural Content Generation in Games: A Textbook and an Overview of Current Research, Springer, Berlin, 2014, 142 pp.

[25] J. Togelius, G.N. Yannakakis, K.O. Stanley, C. Browne, “Search-Based Procedural Content Generation: A Taxonomy and Survey”, IEEE Transactions on Computational Intelligence and AI in Games, 3:3 (2011), 172–186 | DOI