Mutation Models: Learning to Generate Levels by Imitating Evolution

Author:

Khalifa Ahmed1,Togelius Julian2,Green Michael Cerny2

Affiliation:

1. Insitute of Digital Games, University of Malta, Malta

2. Game Innovation Lab, New York University, USA

Publisher

ACM

Reference46 articles.

1. Kamal Abboud and Marc Schoenauer . 2001 . Surrogate deterministic mutation: Preliminary results . In International Conference on Artificial Evolution. Springer, 104–116 . Kamal Abboud and Marc Schoenauer. 2001. Surrogate deterministic mutation: Preliminary results. In International Conference on Artificial Evolution. Springer, 104–116.

2. Daniel Ashlock . 2010 . Automatic generation of game elements via evolution . In Conference on Computational Intelligence and Games. IEEE, 289–296 . Daniel Ashlock. 2010. Automatic generation of game elements via evolution. In Conference on Computational Intelligence and Games. IEEE, 289–296.

3. Search-Based Procedural Generation of Maze-Like Levels

4. Hans-Georg Beyer and Hans-Paul Schwefel . 2002. Evolution strategies–a comprehensive introduction. Natural computing 1, 1 ( 2002 ), 3–52. Hans-Georg Beyer and Hans-Paul Schwefel. 2002. Evolution strategies–a comprehensive introduction. Natural computing 1, 1 (2002), 3–52.

5. Debosmita Bhaumik Ahmed Khalifa Michael Green and Julian Togelius. 2020. Tree search versus optimization approaches for map generation. In Artificial Intelligence and Interactive Digital Entertainment Vol. 16. AAAI 24–30. Debosmita Bhaumik Ahmed Khalifa Michael Green and Julian Togelius. 2020. Tree search versus optimization approaches for map generation. In Artificial Intelligence and Interactive Digital Entertainment Vol. 16. AAAI 24–30.

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