scholarly journals WaveFunctionCollapse: Content Generation via Constraint Solving and Machine Learning

2021 ◽  
pp. 1-1
Author(s):  
Isaac Karth ◽  
Adam Marshall Smith
AI Magazine ◽  
2014 ◽  
Vol 35 (2) ◽  
pp. 61-64
Author(s):  
Gita Sukthankar ◽  
Ian Horswill

The Ninth Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE) was held October 14–18, 2013, at Northeastern University in Boston, Massachusetts. The mission of the AIIDE conference is to provide a forum for researchers and game developers to discuss ways that AI can enhance games and other forms of interactive entertainment. In addition to presentations on adapting standard AI techniques such as search, planning and machine learning for use within games, key topic areas include creating realistic autonomous characters, interactive narrative, procedural content generation, and integrating AI into game design and production tools.


Author(s):  
Dionny Santiago ◽  
Justin Phillips ◽  
Patrick Alt ◽  
Brian Muras ◽  
Tariq M. King ◽  
...  

Author(s):  
Andrei Popescu ◽  
Seda Polat-Erdeniz ◽  
Alexander Felfernig ◽  
Mathias Uta ◽  
Müslüm Atas ◽  
...  

AbstractConstraint solving is applied in different application contexts. Examples thereof are the configuration of complex products and services, the determination of production schedules, and the determination of recommendations in online sales scenarios. Constraint solvers apply, for example, search heuristics to assure adequate runtime performance and prediction quality. Several approaches have already been developed showing that machine learning (ML) can be used to optimize search processes in constraint solving. In this article, we provide an overview of the state of the art in applying ML approaches to constraint solving problems including constraint satisfaction, SAT solving, answer set programming (ASP) and applications thereof such as configuration, constraint-based recommendation, and model-based diagnosis. We compare and discuss the advantages and disadvantages of these approaches and point out relevant directions for future work.


2019 ◽  
Vol 28 (02) ◽  
pp. 1930001 ◽  
Author(s):  
Nicolas A. Barriga

One of the main costs of developing a videogame is content creation. Procedural Content Generation (PCG) can help alleviate that cost by algorithmically generating some of the content a human would normally produce. We first describe and classify the different types of content that can be automatically generated for a videogame. Then, we review the most prominent PCG algorithms, focusing on current research on search-based and machine learning based methods. Finally, we close with our take on the most important open problems and the potential impact solving them will have on the videogame industry.


Author(s):  
Vanessa Volz ◽  
Niels Justesen ◽  
Sam Snodgrass ◽  
Sahar Asadi ◽  
Sami Purmonen ◽  
...  

2018 ◽  
Vol 10 (3) ◽  
pp. 257-270 ◽  
Author(s):  
Adam Summerville ◽  
Sam Snodgrass ◽  
Matthew Guzdial ◽  
Christoffer Holmgard ◽  
Amy K. Hoover ◽  
...  

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