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

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.

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Publication Details

Published
2025-04-15
DOI
https://doi.org/10.1145/3723498.3723794
Citations
1
Primary Topic
Artificial Intelligence in Games
Type
article
Field-Weighted Citation Impact
2.48

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article

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

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Artificial Intelligence in Games
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article

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

Antonios Liapis, Ahmed Khalifa, Matthew Barthet, Georgios N. Yannakakis, Julian Togelius, Roberto Gallotta
article en
1 citations

Abstract

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.

University of Malta (MT), New York University (US)
Malta Council for Science and Technology
Openalex Percentile: Top 11%
Artificial Intelligence in Games
2.48
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