Home
Projects
Publications
People
Join the Lab
Contact
Login
Games
Creating Diverse Play-Style-Centric Agents through Behavioural Cloning
Developing diverse and realistic agents in terms of behaviour and skill is crucial for game developers to enhance player satisfaction …
Branden Ingram
,
Clint van Alten
,
Richard Klein
,
Benjamin Rosman
PDF
Cite
Project
Hierarchical WaveFunction Collapse
Video game developers are increasingly utilising procedural content generation (PCG) techniques in order to generate more content far …
Michael Beukman
,
Branden Ingram
,
Ireton Liu
,
Benjamin Rosman
PDF
Cite
Project
Generating Interpretable Play-style Descriptions through Deep Unsupervised Clustering of Trajectories
In any game, play style is a concept that describes the technique and strategy employed by a player to achieve a goal. Identifying a …
Branden Ingram
,
Clint van Alten
,
Richard Klein
,
Benjamin Rosman
PDF
Cite
Project
Hierarchically Composing Level Generators for the Creation of Complex Structures
Procedural content generation (PCG) is a growing field, with numerous applications in the video game industry and great potential to …
Michael Beukman
,
Manuel Fokam
,
Marcel Kruger
,
Guy Axelrod
,
Muhammad Umair Nasir
,
Branden Ingram
,
Benjamin Rosman
,
Steven James
PDF
Cite
Project
DOI
Real Time In-Game Playstyle Classification Using A Hybrid Probabilistic Supervised Learning Approach
In interactive digital media, such as video games, bringing about an adaptive or personalised experience requires a mechanism for …
Lindsay John Arendse
,
Branden Ingram
,
Benjamin Rosman
PDF
Cite
Project
Improved Action Prediction through Multiple Model Processing of Player Trajectories
Action prediction in video games is the process of extracting useful information in order to predict the future actions of a player. …
Branden Ingram
,
Benjamin Rosman
,
Clint van Alten
,
Richard Klein
PDF
Cite
Project
Play-style Identification through Deep Unsupervised Clustering of Trajectories
In any game, play-style is a concept that describes the technique and strategy employed by a player to achieve a goal. Being able to …
Branden Ingram
,
Benjamin Rosman
,
Clint van Alten
,
Richard Klein
PDF
Cite
Project
Combining Evolutionary Search with Behaviour Cloning for Procedurally Generated Content
In this work, we consider the problem of procedural content generation for video game levels. Prior approaches have relied on …
Nicholas Muir
,
Steven James
PDF
Cite
Project
Procedural Content Generation using Neuroevolution and Novelty Search for Diverse Video Game Levels
Procedurally generated video game content has the potential to drastically reduce the content creation budget of game developers and …
Michael Beukman
,
Christopher Cleghorn
,
Steven James
PDF
Cite
Code
Project
Video
Cite
×