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The Quest for Content: A Survey of Search-Based Procedural Content Generation for Video Games

arXiv 2311.04710 ↗First posted 8 Nov 2023cs.SE cs.AIcited by 0

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Abstract (arXiv)

Video games demand is constantly increasing, which requires the costly production of large amounts of content. Towards this challenge, researchers have developed Search-Based Procedural Content Generation (SBPCG), that is, the (semi-)automated creation of content through search algorithms. We survey the current state of SBPCG, reporting work appeared in the field between 2011-2022 and identifying open research challenges. The results lead to recommendations for practitioners and to the identification of several potential future research avenues for SBPCG.

Key facts. No citing papers in the map yet (data through 7 Oct 2026). Builds on 21 of its 163 references that are in the map. First posted on arXiv 8 Nov 2023.

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21 of 163 references.

References · 21

  1. 2015Illuminating search spaces by mapping elitescited by 406
  2. 2021A Survey of Human-in-the-loop for Machine Learningcited by 214
  3. 2020Explainable Reinforcement Learning: A Surveycited by 139
  4. 2017Procedural Content Generation via Machine Learning (PCGML)cited by 136
  5. 2018Evolving Mario Levels in the Latent Space of a Deep Convolutional Generative Adversarial Networkcited by 76
  6. 2020Deep Learning for Procedural Content Generationcited by 73
  7. 2020Illuminating Mario Scenes in the Latent Space of a Generative Adversarial Networkcited by 51
  8. 2019Procedural Content Generation through Quality Diversitycited by 45
  9. 2020Baba is Y'all: Collaborative Mixed-Initiative Level Designcited by 20
  10. 2020Mech-Elites: Illuminating the Mechanic Space of GVGAIcited by 13
  11. 2020Interactive Constrained MAP-Elites: Analysis and Evaluation of the Expressiveness of the Feature Dimensionscited by 11
  12. 2018Generating Levels That Teach Mechanicscited by 9
9 more
  1. 2019Intentional Computational Level Designcited by 9
  2. 2020Mario Level Generation From Mechanics Using Scene Stitchingcited by 8
  3. 2022TropeTwist: Trope-based Narrative Structure Generationcited by 8
  4. 2020Evaluating Mixed-Initiative Procedural Level Design Tools using a Triple-Blind Mixed-Method User Studycited by 4
  5. 2014Evolutionary Search in the Space of Rules for Creation of New Two-Player Board Gamescited by 1
  6. 2015Procedural Content Generation for GDL Descriptions of Simplified Boardgamescited by 1
  7. 2021(Genetically) Improving Novelty in Procedural Story Generationcited by 1
  8. 2022Illuminating the Space of Enemies Through MAP-Elitescited by 1
  9. 2022Persona-driven Dominant/Submissive Map (PDSM) Generation for Tutorialscited by 1

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