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Language Models for Procedural Content Generation

, , , , , , , and . Human-Game AI Interaction (Dagstuhl Seminar 22251), 12 (6): 34-37 (January 2023)
DOI: 10.4230/DagRep.12.6.28

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An integrated process for game balancing., , , , , , , , , and 1 other author(s). CIG, page 1-8. IEEE, (2016)Language Models for Procedural Content Generation, , , , , , , and . Human-Game AI Interaction (Dagstuhl Seminar 22251), 12 (6): 34-37 (January 2023)Not All the Same: Understanding and Informing Similarity Estimation in Tile-Based Video Games., , , , and . CoRR, (2024)Integrated Balancing of an RTS Game: Case Study and Toolbox Refinement., , , and . CIG, page 1-8. IEEE, (2018)MCTS/EA hybrid GVGAI players and game difficulty estimation., , , and . CIG, page 1-8. IEEE, (2016)Learning Local Forward Models on Unforgiving Games., , , , , and . CoG, page 1-4. IEEE, (2019)Tile pattern KL-divergence for analysing and evolving game levels., and . GECCO, page 170-178. ACM, (2019)Hybrid Encoding for Generating Large Scale Game Level Patterns With Local Variations., , , , and . IEEE Trans. Games, 15 (1): 46-55 (March 2023)Towards Embodied StarCraft II Winner Prediction., , and . CGW@IJCAI, volume 1017 of Communications in Computer and Information Science, page 3-22. Springer, (2018)On the Effects of Simulating Human Decisions in Game Analysis., and . CoG, page 1-8. IEEE, (2019)