Machine Learning in Procedural Content Generation
In the context of video game development, procedural content generation (PCG) is often associated with asset creation, such as environments, or non-player characters. Video games like The Binding of Isaac and Enter the Gungeon utilise procedural generation to create gameplay variation, by connecting individual rooms created by a level designer to create a level. This project aims to explore the integration of Machine Learning (ML) in PCG to enhance quality and engagement in PCG outputs; these outputs being individual room levels of a top-down, 2D video game created in Unity.
Features:
- Procedural Content Generation Systems
- Highly Expanded Tile System
- A* Pathfinding PCG Generation
- Developer Generation Tools
- Machine Learning Systems
- Trained Reinforcement Learning Machine Learning Agents
- Configurable Reward Structures
- Machine Learning Training Environment
- Engagement Systems
- Level Engagement Evaluation Environment
- Level Saving System for Engaging Levels