Grand Goals for PCG Community

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AZ

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Aug 6, 2015, 6:46:58 AM8/6/15
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 Hello all,

 Recently, in a paper i studied about the three grand goals proposed for PCG i.e.  Multi-level Multi-content PCG, PCG-based Game Design and Generating Complete Games. Other than that the paper also proposed nine more concrete research challenges.
 
I have been able to find more work targeting the area of :

  •  Representing Style, and an associated actionable step Competent Mario Levels [1].
  •  Representing Style and General Content Generators,and one of the actionable items, namely Competent Mario Levels [2].
  • A Video Game Description Language for Model-based or Interactive Learning [3].
But i have been unable to find detail work on generating complete games. Could anyone can please me guide me work related to the above mentioned grand goals.
Specially, on generating complete games .








References
  1. Dahlskog, Steve, and Julian Togelius. "A multi-level level generator." Computational Intelligence and Games (CIG), 2014 IEEE Conference on. IEEE, 2014.
  2. Togelius, Julian, Steve Dahlskog, and Mark J. Nelson. "Linear Levels Through n-grams." (2014).
  3. Schaul, Tom. "A video game description language for model-based or interactive learning." In Computational Intelligence in Games (CIG), 2013 IEEE Conference on, pp. 1-8. IEEE, 2013.



Julian Togelius

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Aug 6, 2015, 6:54:43 AM8/6/15
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I'd say this is covered in chapter 6 of the PCG book:
http://pcgbook.com/wp-content/uploads/chapter06.pdf

We have some new work on this being published at CIG this year, but I
haven't put it on my webpage yet. The plan is to do so though. Maybe
today.
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Julian Togelius
Associate Professor, New York University
Department of Computer Science and Engineering
mail: jul...@togelius.com, web: http://julian.togelius.com

Adeel Zafar

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Aug 6, 2015, 7:23:22 AM8/6/15
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Please do reply to this thread, if you publish the work mentioned.
ADEEL

Mark Riedl

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Aug 6, 2015, 9:45:14 AM8/6/15
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From my lab at Georgia Tech, we have looked at a number of approaches to generating complete, playable games.

In role playing games, generating a complete game including story and world: http://www.cc.gatech.edu/~riedl/pubs/cig11.pdf and http://www.cc.gatech.edu/~riedl/pubs/li-aiide10.pdf go together to make up one system called GameForge.

We have looked at generating and combining game mechanics to create novel games: http://www.cc.gatech.edu/~riedl/pubs/zook-aaai14.pdf

You may also be interested in the work of Mark Nelson, Adam Smith, and Michael Cook.

Best,
Mark

--------------------------------
Mark Riedl
Associate Professor, School of Interactive Computing
Georgia Institute of Technology
http://www.cc.gatech.edu/~riedl/

Mark J. Nelson

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Aug 6, 2015, 1:09:49 PM8/6/15
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AZ <adeelz...@gmail.com> writes:

> But i have been unable to find detail work on generating complete games.

Although it lacks work from the past few years, I wrote an annotated
bibliography of some of these systems to accompany a CIG 2012 tutorial,
which might still be useful:

http://www.kmjn.org/notes/generating_mechanics_bibliography.html

-Mark

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Mark J. Nelson
Anadrome Research
http://www.kmjn.org

Cameron Browne

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Aug 7, 2015, 5:27:17 AM8/7/15
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Hi Adeel,

Please do reply to this thread, if you publish the work mentioned. 

I don’t know if your interest extends to board games, but I did some work on evolving complete combinatorial board games in my 2008 PhD thesis, here is a paper summarising this work: http://www.cameronius.com/cv/publications/ciaig-browne-maire-19.pdf

Regards,
Cameron
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