The Procedural Content Generation Benchmark: An Open-source Testbed for Generative Challenges in Games

Fuente: arXiv
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Main Authors: Khalifa, Ahmed, Gallotta, Roberto, Barthet, Matthew, Liapis, Antonios, Togelius, Julian, Yannakakis, Georgios N.
Format: Preprint
Published: 2025
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author Khalifa, Ahmed
Gallotta, Roberto
Barthet, Matthew
Liapis, Antonios
Togelius, Julian
Yannakakis, Georgios N.
author_facet Khalifa, Ahmed
Gallotta, Roberto
Barthet, Matthew
Liapis, Antonios
Togelius, Julian
Yannakakis, Georgios N.
contents This paper introduces the Procedural Content Generation Benchmark for evaluating generative algorithms on different game content creation tasks. The benchmark comes with 12 game-related problems with multiple variants on each problem. Problems vary from creating levels of different kinds to creating rule sets for simple arcade games. Each problem has its own content representation, control parameters, and evaluation metrics for quality, diversity, and controllability. This benchmark is intended as a first step towards a standardized way of comparing generative algorithms. We use the benchmark to score three baseline algorithms: a random generator, an evolution strategy, and a genetic algorithm. Results show that some problems are easier to solve than others, as well as the impact the chosen objective has on quality, diversity, and controllability of the generated artifacts.
format Preprint
id arxiv_https___arxiv_org_abs_2503_21474
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle The Procedural Content Generation Benchmark: An Open-source Testbed for Generative Challenges in Games
Khalifa, Ahmed
Gallotta, Roberto
Barthet, Matthew
Liapis, Antonios
Togelius, Julian
Yannakakis, Georgios N.
Artificial Intelligence
Machine Learning
This paper introduces the Procedural Content Generation Benchmark for evaluating generative algorithms on different game content creation tasks. The benchmark comes with 12 game-related problems with multiple variants on each problem. Problems vary from creating levels of different kinds to creating rule sets for simple arcade games. Each problem has its own content representation, control parameters, and evaluation metrics for quality, diversity, and controllability. This benchmark is intended as a first step towards a standardized way of comparing generative algorithms. We use the benchmark to score three baseline algorithms: a random generator, an evolution strategy, and a genetic algorithm. Results show that some problems are easier to solve than others, as well as the impact the chosen objective has on quality, diversity, and controllability of the generated artifacts.
title The Procedural Content Generation Benchmark: An Open-source Testbed for Generative Challenges in Games
topic Artificial Intelligence
Machine Learning
url https://arxiv.org/abs/2503.21474