The Challenges of Procedurally Generating In-Game Content

A recent article on my site discusses the challenges of using algorithms to create assets for games: typically known as Procedural Content Generation (PCG).  This is a problem that has received increased interest in the last five years due to the challenge it presents: building solutions to a problem where performance metrics are based on user-preference and ‘fun factor’.

The article, linked below, focusses on a particular AI competition built around an open-source clone of Super Mario Bros:


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