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View article: Analysis of Robustness of a Large Game Corpus
Analysis of Robustness of a Large Game Corpus Open
Procedural content generation via machine learning (PCGML) in games involves using machine learning techniques to create game content such as maps and levels. 2D tile-based game levels have consistently served as a standard dataset for PCG…
View article: Analysis of Uncertainty in Procedural Maps in Slay the Spire
Analysis of Uncertainty in Procedural Maps in Slay the Spire Open
This work investigates the role of uncertainty in Slay the Spire using an information-theoretic framework. Focusing on the entropy of game paths (which are based on procedurally-generated maps) we analyze how randomness influences player d…
View article: Level Generation with Constrained Expressive Range
Level Generation with Constrained Expressive Range Open
Expressive range analysis is a visualization-based technique used to evaluate the performance of generative models, particularly in game level generation. It typically employs two quantifiable metrics to position generated artifacts on a 2…
View article: Sturgeon-MKIV: Constraint-Based Level and Playthrough Generation with Graph Label Rewrite Rules
Sturgeon-MKIV: Constraint-Based Level and Playthrough Generation with Graph Label Rewrite Rules Open
Procedurally generated game levels should be completable. The representation used for levels and game mechanics impacts the types of games for which different techniques can be applied. Previous work used a constraint solving approach to s…
View article: Artifact to Accompany "33 Years of Mathematicians and Software Engineers: A Case Study of Proof Assistant Ecosystems"
Artifact to Accompany "33 Years of Mathematicians and Software Engineers: A Case Study of Proof Assistant Ecosystems" Open
As technical computing software, such as MATLAB and SciPy, has gained popularity, ecosystems of interdependent software solutions and communities have formed around these technologies.The development and maintenance of these technical comp…