Adversarial Random Forest Classifier for Automated Game Design
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Abstract (arXiv)
Autonomous game design, generating games algorithmically, has been a longtime goal within the technical games research field. However, existing autonomous game design systems have relied in large part on human-authoring for game design knowledge, such as fitness functions in search-based methods. In this paper, we describe an experiment to attempt to learn a human-like fitness function for autonomous game design in an adversarial manner. While our experimental work did not meet our expectations, we present an analysis of our system and results that we hope will be informative to future autonomous game design research.
Key facts. Cited by 3 papers in the map (data through 7 Oct 2026). Builds on 13 of its 32 references that are in the map. First posted on arXiv 26 Jul 2021.
Builds on
13 of 32 references.
References · 13
- 2017Procedural Content Generation via Machine Learning (PCGML)cited by 136
- 2019Increasing Generality in Machine Learning through Procedural Content Generationcited by 58
- 2018General Video Game AI: a Multi-Track Framework for Evaluating Agents, Games and Content Generation Algorithmscited by 45
- 2016Super Mario as a String: Platformer Level Generation Via LSTMscited by 40
- 2019Bootstrapping Conditional GANs for Video Game Level Generationcited by 35
- 2019General Video Game Rule Generationcited by 17
- 2020Conditional Level Generation and Game Blendingcited by 17
- 2020Sequential Segment-based Level Generation and Blending using Variational Autoencoderscited by 14
- 2020Towards Game Design via Creative Machine Learning (GDCML)cited by 12
- 2020Conceptual Game Expansioncited by 11
- 2018Explainable PCGML via Game Design Patternscited by 7
- 2019Automatic Game Design via Mechanic Generationcited by 5
1 more
- 2017Automated Game Design Learningcited by 3
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Citing papers per year: 2024: 1; 2025: 2.
3 papers.