Feature Key

Initial Filter

  1. 1.

Paper Accessible: IF1

  2. 2.

Introduces novel system: IF2

  3. 3.

Includes Evaluation: IF3

Comparison Point

  1. 1.

With Algorithm vs Without: C1

  2. 2.

Alternative Parameterisation: C2

  3. 3.

Alternative Algorithms: C3

  4. 4.

System from Prior Research: C4

  5. 5.

Multiple Alternative Generators: C5

  6. 6.

Exemplar Content: C6

Method of Evaluation

  1. 1.

Representation Directly: M1

  2. 2.

Play or Observed Play by Humans: M2

  3. 3.

Agent Simulation: M3

  4. 4.

Evaluated through Designing a Level: M4

Features Extracted

  1. 1.

Fitness: F1

  2. 2.

Playability/Win Rate: F2

  3. 3.

Validated Questionnaire: F3

  4. 4.

Custom Questions: F4

  5. 5.

Biological Readings: F5

  6. 6.

Computational Resource: F6

  7. 7.

Qualitative Visual Traits of a Sample: F7

  8. 8.

Metric Diversity: F8

  9. 9.

Similarity to training levels: F9

  10. 10.

ERA: F10

  11. 11.

Controllability: F11

  12. 12.

Performance as Agent Curriculum: F12

Game Domain

  1. 1.

Mario AI Benchmark: G1

  2. 2.

GVGAI: G2

  3. 3.

Commercial Game or Commercial Game Mod: G3

  4. 4.

Custom System Just for Paper: G4

  5. 5.

Pre-Existing Research Platform or Framework: G5

##  1 Papers Surveyed

Paper Information | Initial Filter | Comparison Point | Method of Evaluation | Features Extracted | Game Domain
---|---|---|---|---|---
Authors |  Article Title |  Year |  IF1 |  IF2 |  IF3 |  C1 |  C2 |  C3 |  C4 |  C5 |  C6 |  M1 |  M2 |  M3 |  M4 |  F1 |  F2 |  F3 |  F4 |  F5 |  F6 |  F7 |  F8 |  F9 |  F10 |  F11 |  F12 |  G1 |  G2 |  G3 |  G4 |  G5 |  G6 |  G7
Ince, M |  BiLSTM and dynamic fuzzy AHP-GA method for procedural game level generation |  2021 |  Yes |  Yes |  Yes |  No |  No |  Yes |  No |  No |  No |  Yes |  Yes |  No |  No |  Yes |  No |  No |  Yes |  No |  No |  No |  Yes |  No |  No |  Yes |  No |  No |  Yes |  No |  No |  No |  Yes |  No
Alves, T et al |  Content Generation for Massively Multiplayer Online Games with Genetic Algorithms |  2018 |  No |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a
Fadaeddini, A et al |  A Case Study of Generative Adversarial Networks for Procedural Synthesis of Original Textures in Video Games |  2018 |  Yes |  No |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a
Liu, JL et al |  Deep learning for procedural content generation |  2021 |  Yes |  No |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a
Viana, BMF et al |  A Survey of Procedural Dungeon Generation |  2019 |  Yes |  No |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a
de Lima, ES et al |  Procedural Generation of Quests for Games Using Genetic Algorithms and Automated Planning |  2019 |  Yes |  No |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a
Campos, JPA et al |  Procedural Content Generation using Artificial Intelligence for Unique Virtual Reality Game Experiences |  2019 |  No |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a
Zafar, A et al |  Generating General Levels using Markov Chains |  2019 |  Yes |  Yes |  Yes |  No |  No |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  Yes |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  Yes |  No |  No |  Yes
Brown, JA et al |  Levels for Hotline Miami 2: Wrong Number Using Procedural Content Generations |  2018 |  Yes |  Yes |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  Yes |  No |  No
Karkaj, AM et al |  Using estimation of distribution algorithm for procedural content generation in video games |  2022 |  Yes |  Yes |  Yes |  No |  No |  No |  Yes |  No |  No |  Yes |  No |  No |  No |  Yes |  No |  No |  No |  No |  No |  Yes |  Yes |  No |  Yes |  No |  No |  Yes |  No |  Yes |  No |  No |  No |  Yes
Thakkar, S et al |  Autoencoder and Evolutionary Algorithm for Level Generation in Lode Runner |  2019 |  Yes |  Yes |  Yes |  No |  No |  Yes |  No |  No |  No |  Yes |  No |  No |  No |  No |  No |  No |  No |  No |  No |  Yes |  No |  Yes |  No |  No |  No |  Yes |  No |  No |  No |  Yes |  No |  No
Kim, H et al |  Graph Based Wave Function Collapse Algorithm for Procedural Content Generation in Games |  2020 |  Yes |  Yes |  Yes |  No |  No |  Yes |  Yes |  No |  No |  Yes |  No |  No |  No |  No |  No |  No |  No |  No |  Yes |  Yes |  No |  No |  No |  No |  No |  Yes |  Yes |  No |  No |  No |  Yes |  No
Park, JW et al |  A Study on Creation and Usability of Real Time City Generator via Procedural Content Generation - Focus on virtual reality contents for senior |  2019 |  Yes |  Yes |  Yes |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  Yes |  No
Kim, H et al |  Automatic Generation of Game Content using a Graph-based Wave Function Collapse Algorithm |  2019 |  Yes |  Yes |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  Yes |  No
de Lima, ES et al |  Procedural generation of branching quests for games |  2022 |  Yes |  No |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a
Zafar, A et al |  Search-based procedural content generation for GVG-LG |  2020 |  Yes |  Yes |  Yes |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  Yes |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  No |  Yes |  No |  No |  Yes |  No |  No |  Yes
Brown, JA |  Pitching Diablo On the development of marketing, procedural content, and narrative |  2018 |  Yes |  No |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a
Gravina, D et al |  Procedural Content Generation through Quality Diversity |  2019 |  Yes |  No |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a
Abuzuraiq, AM et al |  Taksim: A Constrained Graph Partitioning Framework for Procedural Content Generation |  2019 |  Yes |  Yes |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  Yes |  No
Zafar, A et al |  Corpus for Angry Birds Level Generation |  2019 |  Yes |  No |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a
Petrovas, A et al |  Procedural Video Game Scene Generation by Genetic and Neutrosophic WASPAS Algorithms |  2022 |  Yes |  Yes |  Yes |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  Yes |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  Yes |  No
de Pontes, RG et al |  Evolutionary Procedural Content Generation for an Endless Platform Game |  2020 |  Yes |  Yes |  Yes |  No |  Yes |  No |  No |  No |  No |  Yes |  No |  No |  No |  Yes |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  Yes |  No
Hooshyar, D et al |  A Procedural Content Generation-Based Framework for Educational Games: Toward a Tailored Data-Driven Game for Developing Early English Reading Skills |  2018 |  Yes |  No |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a
Matthews, EA et al |  ATLAS CHRONICLE: DEVELOPMENT AND VERIFICATION OF A SYSTEM FOR PROCEDURAL GENERATION OF STORY-DRIVEN GAMES |  2020 |  Yes |  Yes |  Yes |  Yes |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  Yes |  Yes
Calimeri, F et al |  Answer Set Programming for Declarative Content Specification: A Scalable Partitioning-Based Approach |  2018 |  No |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a
Nenad, M |  Designing Game Worlds. Coherence In The Design Of Open World Games Through Procedural Generation Techniques |  2018 |  Yes |  Yes |  Yes |  No |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  No |  Yes |  No |  No |  Yes |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  Yes |  No
Shi, PZ et al |  Learning Constructive Primitives for Real-Time Dynamic Difficulty Adjustment in Super Mario Bros |  2018 |  Yes |  Yes |  Yes |  Yes |  No |  No |  Yes |  No |  No |  Yes |  No |  Yes |  No |  Yes |  Yes |  No |  No |  No |  No |  Yes |  No |  No |  No |  Yes |  No |  Yes |  No |  Yes |  No |  No |  No |  Yes
Drageset, O et al |  Optimising Level Generators for General Video Game AI |  2019 |  Yes |  Yes |  Yes |  No |  No |  No |  Yes |  No |  No |  No |  No |  Yes |  No |  Yes |  No |  No |  No |  No |  Yes |  Yes |  No |  No |  No |  No |  No |  Yes |  No |  No |  Yes |  No |  No |  Yes
Irfan, A et al |  Evolving Levels for General Games Using Deep Convolutional Generative Adversarial Networks |  2019 |  Yes |  Yes |  Yes |  No |  No |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  Yes |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  Yes |  No |  No |  Yes
Holmgard, C et al |  Automated Playtesting With Procedural Personas Through MCTS With Evolved Heuristics |  2019 |  Yes |  No |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a
Flimmel, J et al |  Coevolution of AI and Level Generators for Super Mario Game |  2021 |  Yes |  Yes |  Yes |  No |  No |  No |  No |  Yes |  No |  Yes |  No |  Yes |  No |  Yes |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  No |  Yes |  No |  Yes |  No |  No |  No |  Yes
Summerville, A et al |  Procedural Content Generation via Machine Learning (PCGML) |  2018 |  Yes |  No |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a
Kruse, J et al |  Evaluation of a Multi-agent Human-in-the-loop Game Design System |  2022 |  Yes |  Yes |  Yes |  Yes |  No |  No |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  Yes |  Yes |  No |  No |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  Yes |  No
Hooshyar, D et al |  A data-driven procedural-content-generation approach for educational games |  2018 |  Yes |  No |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a
Capasso-Ballesteros, IF et al |  Generating Automated Rules-Based Game Design Prototypes with MaruGen |  2019 |  Yes |  No |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a
Moreno-Armendariz, MA et al |  IORand: A Procedural Videogame Level Generator Based on a Hybrid PCG Algorithm |  2022 |  Yes |  Yes |  Yes |  No |  Yes |  No |  No |  No |  No |  Yes |  No |  Yes |  No |  Yes |  Yes |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  Yes |  No
Chia, A |  The artist and the automaton in digital game production |  2022 |  Yes |  No |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a
Zafar, A et al |  Procedural Content Generation for General Video Game Level Generation |  2021 |  Yes |  Yes |  Yes |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  Yes |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  No |  Yes |  No |  No |  Yes |  No |  No |  Yes
Frommel, J et al |  Take Back Control: Effects of Player Influence on Procedural Level Generation |  2019 |  Yes |  Yes |  Yes |  Yes |  Yes |  No |  No |  No |  No |  No |  Yes |  No |  Yes |  No |  No |  Yes |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  Yes |  No
Risi, S et al |  Increasing generality in machine learning through procedural content generation |  2020 |  Yes |  No |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a
Kim, Y et al |  Vision-based beatmap extraction in rhythm game toward platform-aware note generation |  2021 |  Yes |  No |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a
Prager, RP et al |  An Experiment on Game Facet Combination |  2019 |  Yes |  No |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a
Sifa, R et al |  Matrix- and Tensor Factorization for Game Content Recommendation |  2020 |  Yes |  No |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a
Kholimi, AS et al |  Automatic Game World Generation for Platformer Games Using Genetic Algorithm |  2018 |  Yes |  Yes |  Yes |  No |  Yes |  No |  No |  No |  No |  Yes |  No |  No |  No |  Yes |  Yes |  No |  No |  No |  No |  No |  No |  No |  No |  Yes |  No |  Yes |  No |  No |  No |  No |  Yes |  No
Bontrager, P et al |  Learning to Generate Levels From Nothing |  2021 |  Yes |  Yes |  Yes |  No |  No |  Yes |  No |  No |  No |  No |  No |  Yes |  No |  Yes |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  No |  Yes |  No |  No |  Yes |  No |  No |  Yes
Berwaldt, NLP et al |  Procedural Generation of Favela Layouts on Arbitrary Terrains |  2020 |  Yes |  Yes |  Yes |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  Yes |  Yes |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  Yes |  No
Lazaridis, L et al |  Auto Generating Maps in a 2D Environment |  2022 |  No |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a
Lamers, MH et al |  Microbial Content Generation for Natural Terrains in Computer Games |  2022 |  Yes |  Yes |  Yes |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  Yes |  No
Young, JC et al |  Incremental Inductive Learning of Answer Set Programs for Maps Generation Problems |  2019 |  Yes |  Yes |  Yes |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  Yes |  No |  Yes |  No |  No |  No |  No |  Yes |  No
Cook, M et al |  Danesh: Interactive Tools for Understanding Procedural Content Generators |  2022 |  Yes |  No |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a
Mora, C et al |  Flora Generation and Evolution Algorithm for Virtual Environments |  2021 |  Yes |  No |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a
El-Habr, C et al |  Runner: A 2D platform game for physical health promotion |  2019 |  Yes |  Yes |  Yes |  Yes |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  Yes |  No |  Yes |  No |  No |  No |  No |  Yes |  No
Jiang, ZY et al |  GAN-Assisted YUV Pixel Art Generation |  2022 |  Yes |  No |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a
Franco, AOR et al |  Generating Rooms using Generative Grammars and Genetic Algorithms |  2022 |  Yes |  Yes |  Yes |  No |  Yes |  No |  No |  No |  No |  Yes |  No |  No |  Yes |  Yes |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  Yes |  Yes
Grichshenko, A et al |  Using Tabu Search Algorithm for Map Generation in the Terra Mystica Tabletop Game |  2020 |  Yes |  Yes |  Yes |  No |  Yes |  No |  No |  No |  Yes |  Yes |  No |  No |  No |  Yes |  Yes |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  Yes |  No |  No
Bernardi, A et al |  USING A GENETIC ALGORITHM FOR THE PROCEDURAL GENERATION OF LAYERED MATERIALS FOR REAL-TIME RENDERING |  2019 |  Yes |  No |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a
Capasso-Ballesteros, IF et al |  Semi-automatic construction of video game design prototypes with MaruGen |  2021 |  Yes |  Yes |  Yes |  No |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  Yes |  No
Miller, H et al |  Crafting Interactive Narrative Games with Adversarial Planning Agents from Simulations |  2020 |  Yes |  No |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a
Bernardi, A et al |  Procedural generation of materials for real-time rendering |  2021 |  Yes |  No |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a
Du, Y et al |  Automatic level Generation for Tower Defense Games |  2019 |  Yes |  Yes |  Yes |  No |  Yes |  No |  No |  No |  Yes |  Yes |  Yes |  Yes |  No |  No |  No |  No |  Yes |  No |  No |  Yes |  No |  No |  No |  Yes |  No |  Yes |  No |  No |  No |  Yes |  No |  No
Wu, ZH et al |  Procedurally Generating Game Level with Specified Difficulty |  2018 |  Yes |  Yes |  Yes |  No |  Yes |  No |  No |  No |  No |  Yes |  No |  No |  No |  Yes |  No |  No |  No |  No |  Yes |  Yes |  No |  No |  No |  Yes |  No |  Yes |  No |  No |  No |  Yes |  No |  No
Ripamonti, LA et al |  DRAGON: diversity regulated adaptive generator online |  2021 |  Yes |  No |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a
Khalifa, A et al |  Intentional Computational Level Design |  2019 |  Yes |  Yes |  Yes |  No |  Yes |  No |  No |  No |  No |  No |  No |  Yes |  No |  Yes |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  Yes |  No |  Yes |  No |  Yes |  No |  No |  No |  Yes
Oikawa, T et al |  Improving Human Players’ T-Spin Skills in Tetris with Procedural Problem Generation |  2020 |  Yes |  Yes |  Yes |  Yes |  Yes |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  Yes |  No |  Yes |  No |  No |  No |  Yes |  No |  No
Nielsen, TL et al |  Embedded Narratives in Procedurally Generated Environments |  2020 |  Yes |  Yes |  Yes |  Yes |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  Yes |  Yes |  No |  No |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  Yes |  No
Catarino, J et al |  Procedural Progression Model for Smash Time |  2019 |  Yes |  Yes |  Yes |  Yes |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  No |  No |  No |  Yes |  No |  Yes |  No |  No |  No |  Yes |  No |  No
Hollingsworth, B et al |  Infinite Art Gallery: A Game World of Interactively Evolved Artwork |  2019 |  Yes |  Yes |  Yes |  No |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  Yes |  No
Nam, S et al |  Generation of Diverse Stages in Turn-Based RolePlaying Game using Reinforcement Learning |  2019 |  Yes |  Yes |  Yes |  No |  No |  Yes |  No |  No |  No |  Yes |  No |  No |  No |  Yes |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  Yes |  No
Liu, SM et al |  Automatic generation of tower defense levels using PCG |  2019 |  Yes |  Yes |  Yes |  Yes |  No |  No |  No |  No |  Yes |  No |  Yes |  Yes |  No |  Yes |  No |  No |  Yes |  No |  Yes |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  Yes |  No |  No
Galanina, E et al |  DESIGNING EDUCATIONAL GAMES TO TEACH PHILOSOPHY: CASE STUDY |  2019 |  Yes |  No |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a
Guckelsberger, C et al |  New And Surprising Ways to Be Mean |  2018 |  Yes |  No |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a
Schaa, H et al |  Generating Entertaining Human-Like Sokoban Initial States |  2021 |  No |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a
Lelis, LHS et al |  Procedural Generation of Game Maps With Human-in-the-Loop Algorithms |  2018 |  Yes |  Yes |  Yes |  No |  Yes |  Yes |  Yes |  No |  No |  Yes |  Yes |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  Yes |  No |  Yes |  No |  No |  Yes |  No |  Yes |  No |  No |  No |  Yes
Levus, Y et al |  Using Software Agents in a Distributed Computing System for Procedural Planetoid Terrain Generation |  2022 |  Yes |  Yes |  Yes |  No |  No |  No |  Yes |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  Yes
Werneck, M et al |  Generating Procedural Dungeons Using Machine Learning Methods |  2020 |  Yes |  Yes |  Yes |  Yes |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  No |  Yes |  No |  Yes |  Yes |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  Yes |  No
Aliprandi, F et al |  Find, Fuse, Fight: Genetic Algorithms to Provide Engaging Content for Multiplayer Augmented Reality Games |  2022 |  Yes |  Yes |  Yes |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  Yes |  No
Yahya, NMHH et al |  Dungeon’s Room Generation Using Cellular Automata and Poisson Disk Sampling in Roguelike Game |  2021 |  Yes |  Yes |  Yes |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  Yes |  No
De Kegel, B et al |  Procedural Puzzle Generation: A Survey |  2020 |  Yes |  No |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a
Rodrigues, L et al |  Procedurally generating a digital math game’s levels: Does it impact players’ in-game behavior? |  2019 |  Yes |  Yes |  Yes |  No |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  No |  Yes
Volz, V et al |  Capturing Local and Global Patterns in Procedural Content Generation via Machine Learning |  2020 |  Yes |  Yes |  Yes |  No |  No |  Yes |  No |  No |  Yes |  Yes |  Yes |  No |  No |  Yes |  No |  No |  No |  No |  No |  Yes |  Yes |  No |  No |  No |  No |  Yes |  No |  No |  No |  Yes |  No |  No
Mobramaein, A et al |  A Methodology for Designing Natural Language Interfaces for Procedural Content Generation |  2019 |  Yes |  Yes |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  Yes |  No
Handoko, E et al |  Parabolix: Educational Simulation Game on Classical Mechanics Based on Virtual Reality and Perlin Noise Algorithm |  2019 |  Yes |  Yes |  Yes |  No |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  Yes |  No
Smith, AM et al |  Teaching Game AI as an Undergraduate Course in Computational Media |  2020 |  Yes |  No |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a
Soares, ES et al |  Deep Variational Autoencoders for NPC Behaviour Classification |  2019 |  Yes |  No |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a
Ashley, DR et al |  Learning to Select Mates in Evolving Non-playable Characters |  2019 |  Yes |  No |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a
Volz, V |  Uncertainty Handling in Surrogate Assisted Optimisation of Games Dissertation Abstract |  2020 |  Yes |  No |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a
Latif, A et al |  A Critical Evaluation of Procedural Content Generation Approaches for Digital Twins |  2022 |  Yes |  No |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a
Volkmar, G et al |  Procedural Content Generation in Competitive Multiplayer Platform Games |  2019 |  Yes |  Yes |  Yes |  No |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  No |  Yes |  No |  Yes |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  Yes |  No
Ma, LB et al |  Angle-Based Multi-Objective Evolutionary Algorithm Based On Pruning-Power Indicator for Game Map Generation |  2022 |  Yes |  Yes |  Yes |  No |  No |  Yes |  Yes |  No |  No |  Yes |  Yes |  No |  No |  Yes |  Yes |  No |  Yes |  No |  No |  No |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  Yes |  No |  No
de Pontes, RG et al |  Particle swarm optimization for procedural content generation in an endless platform game |  2022 |  Yes |  Yes |  Yes |  No |  Yes |  Yes |  No |  No |  No |  Yes |  No |  No |  No |  Yes |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  No |  Yes
Karavolos, D et al |  A Multifaceted Surrogate Model for Search-Based Procedural Content Generation |  2021 |  Yes |  Yes |  Yes |  No |  No |  Yes |  No |  No |  No |  No |  No |  Yes |  No |  Yes |  No |  No |  No |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  Yes |  No |  No |  No |  No |  Yes
Shu, TY et al |  Experience-Driven PCG via Reinforcement Learning: A Super Mario Bros Study |  2021 |  Yes |  Yes |  Yes |  No |  Yes |  No |  No |  No |  No |  Yes |  No |  Yes |  No |  Yes |  Yes |  No |  No |  No |  Yes |  Yes |  Yes |  No |  No |  No |  No |  Yes |  No |  Yes |  No |  No |  No |  Yes
LaBouve, E et al |  Enhancing Story Generation with the Semantic Web |  2019 |  Yes |  No |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a
Schubert, F et al |  TOAD-GAN: A Flexible Framework for Few-Shot Level Generation in Token-Based Games |  2022 |  Yes |  Yes |  Yes |  No |  Yes |  Yes |  Yes |  No |  No |  Yes |  No |  Yes |  No |  No |  Yes |  No |  No |  No |  No |  Yes |  No |  Yes |  No |  No |  No |  Yes |  No |  Yes |  No |  Yes |  No |  No
Mitsis, K et al |  Procedural content generation based on a genetic algorithm in a serious game for obstructive sleep apnea |  2020 |  Yes |  Yes |  Yes |  Yes |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  Yes |  No |  No
Hauck, E et al |  Automatic Generation of Super Mario Levels via Graph Grammars |  2020 |  Yes |  Yes |  Yes |  No |  No |  No |  No |  No |  No |  Yes |  No |  Yes |  No |  No |  No |  No |  No |  No |  No |  Yes |  Yes |  No |  Yes |  No |  No |  Yes |  No |  Yes |  No |  No |  No |  Yes
Ruela, AS et al |  Scale-Free Evolutionary Level Generation |  2018 |  Yes |  Yes |  Yes |  No |  Yes |  No |  No |  No |  No |  Yes |  No |  No |  No |  Yes |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  Yes |  No
Paduraru, C et al |  Continuous Procedural Network of Roads Generation using L-Systems and Reinforcement Learning |  2022 |  Yes |  Yes |  Yes |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  Yes |  No
Park, K et al |  Generating Game Levels to Develop Computer Science Competencies in Game-Based Learning Environments |  2020 |  Yes |  Yes |  Yes |  No |  No |  No |  No |  No |  No |  Yes |  Yes |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  Yes |  No |  No |  No |  No |  No |  Yes |  No |  No |  Yes |  No |  No
Cobbe, K et al |  Leveraging Procedural Generation to Benchmark Reinforcement Learning |  2020 |  Yes |  Yes |  Yes |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  Yes |  Yes |  No |  No |  No |  No |  Yes |  No
Picariello, U et al |  A Framework to Create Collaborative Games for Team Building using Procedural Content Generation |  2020 |  Yes |  Yes |  Yes |  No |  Yes |  No |  No |  No |  No |  Yes |  No |  No |  No |  Yes |  No |  No |  No |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  Yes |  No |  No |  No |  Yes |  No
Cobbe, K et al |  Leveraging Procedural Generation to Benchmark Reinforcement Learning |  2019 |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a
Pereira, YH et al |  Using Procedural Content Generation for Storytelling in a Serious Game called Orange Care |  2019 |  Yes |  No |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a
Rodrigues, L et al |  Procedural versus human level generation: Two sides of the same coin? |  2020 |  Yes |  No |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a
Sirota, J et al |  Towards Procedurally Generated Languages for Non-playable Characters in Video Games |  2019 |  Yes |  No |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a
Sestini, A et al |  Demonstration-Efficient Inverse Reinforcement Learning in Procedurally Generated Environments |  2021 |  Yes |  No |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a
Paraschos, PD et al |  Game Difficulty Adaptation and Experience Personalization: A Literature Review |  2023 |  Yes |  No |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a
Huber, T et al |  Dynamic Difficulty Adjustment in Virtual Reality Exergames through Experience-driven Procedural Content Generation |  2021 |  Yes |  Yes |  Yes |  No |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  Yes |  Yes |  Yes |  No |  No |  No |  No |  No |  Yes |  No |  No |  Yes |  No |  No |  No |  Yes |  No
Walton, SP et al |  Evaluating Mixed-Initiative Procedural Level Design Tools Using a Triple-Blind Mixed-Method User Study |  2022 |  Yes |  Yes |  Yes |  Yes |  No |  No |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  Yes |  No |  No |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  Yes |  No
Sandhu, A et al |  A Framework for Integrating Architectural Design Patterns into PCG |  2019 |  Yes |  No |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a
Xu, JD et al |  Promoting Emotional Well-Being with Angry-Birds-like Gameplay on Pixel Image Levels |  2019 |  Yes |  Yes |  Yes |  Yes |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  Yes |  No |  Yes |  No |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  No |  Yes
Park, K et al |  Generating Educational Game Levels with Multistep Deep Convolutional Generative Adversarial Networks |  2019 |  Yes |  Yes |  Yes |  No |  Yes |  No |  No |  No |  No |  Yes |  No |  Yes |  No |  No |  Yes |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  No |  Yes |  No |  No |  Yes |  No |  No
Rosyid, HA et al |  Block-based Approach to Observe Game Content Space in Endless-runner Game |  2019 |  Yes |  No |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a
Khoshkangini, R et al |  Automatic generation and recommendation of personalized challenges for gamification |  2021 |  Yes |  No |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a
Tait, ER; Nelson, IL |  Nonscalability and generating digital outer space natures in No Man’s Sky |  2022 |  Yes |  No |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a
Maia, LF et al |  Transposition of Location-based Games: Using Procedural Content Generation to deploy balanced game maps to multiple locations |  2021 |  Yes |  Yes |  Yes |  No |  No |  Yes |  No |  Yes |  No |  Yes |  Yes |  No |  No |  Yes |  No |  No |  Yes |  No |  No |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  Yes |  No
Alvarez, A et al |  Interactive Constrained MAP-Elites: Analysis and Evaluation of the Expressiveness of the Feature Dimensions |  2022 |  Yes |  Yes |  Yes |  No |  Yes |  Yes |  Yes |  No |  No |  Yes |  No |  No |  No |  Yes |  No |  No |  No |  No |  No |  No |  Yes |  No |  Yes |  No |  No |  Yes |  No |  No |  No |  No |  No |  Yes
Kanagawa, Y et al |  Rogue-Gym: A New Challenge for Generalization in Reinforcement Learning |  2019 |  Yes |  Yes |  Yes |  No |  Yes |  Yes |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  Yes |  Yes |  No |  No |  No |  No |  Yes |  No
Volz, V et al |  Evolving Mario Levels in the Latent Space of a Deep Convolutional Generative Adversarial Network |  2018 |  Yes |  Yes |  Yes |  No |  No |  No |  No |  No |  No |  Yes |  No |  Yes |  No |  Yes |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  Yes |  No |  Yes |  No |  Yes |  No |  No |  No |  Yes
Bulitko, V et al |  Evolving Romanian Crossword Puzzles with Deep Learning and Heuristic Search |  2021 |  Yes |  No |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a
Kim, PH et al |  Intelligent Maze Generation based on Topological Constraints |  2018 |  Yes |  Yes |  Yes |  No |  No |  No |  Yes |  No |  No |  Yes |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  Yes |  No |  Yes |  No |  No |  No |  No |  Yes |  No
Stephens, C et al |  Balancing Multiplayer Games across Player Skill Levels using Deep Reinforcement Learning |  2022 |  Yes |  Yes |  Yes |  No |  No |  No |  Yes |  Yes |  Yes |  No |  No |  Yes |  No |  Yes |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  Yes |  Yes |  No |  No |  No |  No |  Yes |  Yes
van Aanholt, L et al |  Declarative procedural generation of architecture with semantic architectural profiles |  2020 |  Yes |  Yes |  Yes |  No |  Yes |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  No |  No |  No |  No |  No |  Yes |  Yes |  No |  Yes |  No |  No |  No |  Yes |  No |  No |  No |  Yes |  No
Gisslen, L et al |  Adversarial Reinforcement Learning for Procedural Content Generation |  2021 |  Yes |  Yes |  Yes |  No |  Yes |  Yes |  No |  Yes |  No |  No |  No |  Yes |  No |  No |  Yes |  No |  No |  No |  No |  Yes |  No |  No |  No |  Yes |  No |  No |  Yes |  No |  No |  No |  Yes |  No
Hooshyar, D et al |  A systematic review of data-driven approaches in player modeling of educational games |  2019 |  Yes |  No |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a
Dutra, PVM et al |  Procedural Content Generation using Reinforcement Learning and Entropy Measure as Feedback |  2022 |  Yes |  Yes |  Yes |  No |  No |  No |  No |  Yes |  No |  Yes |  No |  Yes |  No |  No |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  Yes |  No
Pereira, LT et al |  Evolving Dungeon Maps With Locked Door Missions |  2018 |  Yes |  Yes |  Yes |  No |  Yes |  No |  No |  No |  Yes |  Yes |  Yes |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  No |  No |  Yes |  No |  Yes |  No |  No |  No |  No |  Yes |  No
Nealey, I et al |  Sort-Last In-Transit Data Visualization with SENSEI, Catalyst, and Unreal Engine |  2022 |  Yes |  No |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a
Loiacono, D et al |  Multiobjective Evolutionary Map Design for Cube 2: Sauerbraten |  2019 |  Yes |  Yes |  Yes |  No |  No |  No |  No |  No |  No |  No |  Yes |  Yes |  No |  Yes |  No |  No |  Yes |  No |  No |  Yes |  No |  No |  No |  Yes |  No |  No |  Yes |  No |  No |  No |  No |  Yes
Adao, T et al |  Procedural Modeling of Buildings Composed of Arbitrarily-Shaped Floor-Plans: Background, Progress, Contributions and Challenges of a Methodology Oriented to Cultural Heritage |  2019 |  Yes |  Yes |  Yes |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  Yes |  Yes |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  Yes |  No
Gonzalez-Duque, M et al |  Finding Game Levels with the Right Difficulty in a Few Trials through Intelligent Trial-and-Error |  2020 |  Yes |  Yes |  Yes |  No |  Yes |  No |  No |  No |  No |  No |  No |  Yes |  No |  Yes |  Yes |  No |  No |  No |  No |  No |  No |  No |  No |  Yes |  No |  Yes |  No |  No |  Yes |  No |  No |  Yes
Nam, SG et al |  Generation of Game Stages With Quality and Diversity by Reinforcement Learning in Turn-Based RPG |  2022 |  Yes |  Yes |  Yes |  No |  No |  Yes |  No |  No |  No |  Yes |  No |  No |  No |  Yes |  Yes |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  Yes |  No
Ruela, AS et al |  A multi-objective evolutionary approach for the nonlinear scale-free level problem |  2020 |  Yes |  Yes |  Yes |  No |  No |  Yes |  No |  No |  No |  Yes |  No |  No |  No |  Yes |  No |  No |  No |  No |  Yes |  No |  Yes |  No |  Yes |  No |  No |  Yes |  No |  No |  No |  No |  Yes |  No
Gambi, A et al |  Automatically Testing Self-Driving Cars with Search-Based Procedural Content Generation |  2019 |  Yes |  Yes |  Yes |  No |  Yes |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  Yes
Janovsky, M |  NEW TECHNOLOGIES AND THEIR INTERCONNECTION IN THE CREATION AND PROCESSING OF 3DMODELS AND SCENES |  2022 |  Yes |  No |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a
Preda, OM et al |  BEACONING Project |  2018 |  Yes |  No |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a
Perez, MRB et al |  A Synset-Based Recommender Method for Mixed-Initiative Narrative World Creation |  2021 |  Yes |  Yes |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  Yes |  No
van Paridon, K et al |  Development and Evaluation of a Virtual Environment to Assess Cycling Hazard Perception Skills |  2021 |  Yes |  Yes |  Yes |  No |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  No |  No |  No |  No |  Yes |  No |  No |  No |  Yes |  No
Lee, HJ et al |  Using Unconditional Diffusion Models in Level Generation for Super Mario Bros. |  2023 |  Yes |  Yes |  Yes |  No |  Yes |  No |  Yes |  No |  No |  Yes |  No |  Yes |  No |  No |  Yes |  No |  No |  No |  No |  Yes |  Yes |  No |  No |  No |  No |  Yes |  No |  Yes |  No |  No |  No |  Yes
Volz, V et al |  Tools for Landscape Analysis of Optimisation Problems in Procedural Content Generation for Games |  2023 |  Yes |  No |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a
Awiszus, M et al |  Wor(l)d-GAN: Toward Natural-Language-Based PCG in Minecraft |  2023 |  Yes |  Yes |  Yes |  No |  Yes |  Yes |  Yes |  No |  No |  Yes |  No |  No |  No |  No |  No |  No |  No |  No |  No |  Yes |  No |  Yes |  No |  No |  No |  No |  Yes |  No |  No |  No |  No |  Yes
Martens, C |  Towards Declarative Content Generation for Creativity Support Tools |  2023 |  No |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a |  n/a


# Monocular Depth Estimation
for Semi-Transparent Volume Renderings

Dominik Engel  Sebastian Hartwig and Timo Ropinski

###### Abstract

Neural networks have shown great success in extracting geometric information
from color images. Especially, monocular depth estimation networks are
increasingly reliable in real-world scenes. In this work we investigate the
applicability of such monocular depth estimation networks to semi-transparent
volume rendered images. As _depth_ is notoriously difficult to define in a
volumetric scene without clearly defined surfaces, we consider different depth
computations that have emerged in practice, and compare state-of-the-art
monocular depth estimation approaches for these different interpretations
during an evaluation considering different degrees of opacity in the
renderings. Additionally, we investigate how these networks can be extended to
further obtain color and opacity information, in order to create a layered
representation of the scene based on a single color image. This layered
representation consists of spatially separated semi-transparent intervals that
composite to the original input rendering. In our experiments we show that
adaptions of existing approaches to monocular depth estimation perform well on
semi-transparent volume renderings, which has several applications in the area
of scientific visualization.

###### keywords:

Volume rendering, depth compositing, monocular depth estimation.

0 Research Systems & Rendering D. Engel, S. Hartwig and T. Ropinski are with
Ulm University. E-mail: {dominik.engel — sebastian.hartwig —
<EMAIL_ADDRESS>Engel et al.: K.6.1Management of Computing and
Information SystemsProject and People ManagementLife Cycle; K.7.mThe Computing
ProfessionMiscellaneousEthics