<efrbr:recordSet xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:efrbr="http://vfrbr.info/efrbr/1.1" xmlns:efrbr-work="http://vfrbr.info/efrbr/1.1/work" xmlns:efrbr-expression="http://vfrbr.info/efrbr/1.1/expression" xmlns:efrbr-manifestation="http://vfrbr.info/efrbr/1.1/manifestation" xmlns:efrbr-person="http://vfrbr.info/efrbr/1.1/person" xmlns:efrbr-corporateBody="http://vfrbr.info/efrbr/1.1/corporateBody" xmlns:efrbr-concept="http://vfrbr.info/efrbr/1.1/concept" xmlns:efrbr-structure="http://vfrbr.info/efrbr/1.1/structure" xmlns:efrbr-responsible="http://vfrbr.info/efrbr/1.1/responsible" xmlns:efrbr-subject="http://vfrbr.info/efrbr/1.1/subject" xmlns:efrbr-other="http://vfrbr.info/efrbr/1.1/other" xsi:schemaLocation="http://vfrbr.info/efrbr/1.1 http://vfrbr.info/schemas/1.1/efrbr.xsd"><efrbr:entities><efrbr-work:work identifier="http://purl.tuc.gr/dl/dias/880BAA66-C57B-4192-BB61-AD58EF34DFC1"><efrbr-work:titleOfTheWork>Deep learning for procedural content generation</efrbr-work:titleOfTheWork></efrbr-work:work><efrbr-expression:expression identifier="http://purl.tuc.gr/dl/dias/880BAA66-C57B-4192-BB61-AD58EF34DFC1"><efrbr-expression:titleOfTheExpression>Deep learning for procedural content generation</efrbr-expression:titleOfTheExpression><efrbr-expression:formOfExpression vocabulary="DIAS:TYPES">
            Peer-Reviewed Journal Publication
            Δημοσίευση σε Περιοδικό με Κριτές
         </efrbr-expression:formOfExpression><efrbr-expression:dateOfExpression type="issued">2021-05-14</efrbr-expression:dateOfExpression><efrbr-expression:dateOfExpression type="published">2021</efrbr-expression:dateOfExpression><efrbr-expression:languageOfExpression vocabulary="iso639-1">en</efrbr-expression:languageOfExpression><efrbr-expression:summarizationOfContent>Procedural content generation in video games has a long history. Existing procedural content generation methods, such as search-based, solver-based, rule-based and grammar-based methods have been applied to various content types such as levels, maps, character models, and textures. A research field centered on content generation in games has existed for more than a decade. More recently, deep learning has powered a remarkable range of inventions in content production, which are applicable to games. While some cutting-edge deep learning methods are applied on their own, others are applied in combination with more traditional methods, or in an interactive setting. This article surveys the various deep learning methods that have been applied to generate game content directly or indirectly, discusses deep learning methods that could be used for content generation purposes but are rarely used today, and envisages some limitations and potential future directions of deep learning for procedural content generation.</efrbr-expression:summarizationOfContent><efrbr-expression:useRestrictionsOnTheExpression type="creative-commons">http://creativecommons.org/licenses/by/4.0/</efrbr-expression:useRestrictionsOnTheExpression><efrbr-expression:note type="journal name">Neural Computing and Applications</efrbr-expression:note><efrbr-expression:note type="journal volume">33</efrbr-expression:note><efrbr-expression:note type="journal number">1</efrbr-expression:note><efrbr-expression:note type="page range">19–37</efrbr-expression:note></efrbr-expression:expression><efrbr-person:person identifier="AB41C77C-E8CB-488D-A286-FF81DEB8A847"><efrbr-person:nameOfPerson vocabulary="">
            Liu Jialin
         </efrbr-person:nameOfPerson></efrbr-person:person><efrbr-person:person identifier="F5AD8DE6-7CC9-4ACC-A455-FC7BB47A27DA"><efrbr-person:nameOfPerson vocabulary="">
            Snodgrass Sam
         </efrbr-person:nameOfPerson></efrbr-person:person><efrbr-person:person identifier="8F429751-A95C-4A7C-A77F-795BF9EFF676"><efrbr-person:nameOfPerson vocabulary="">
            Khalifa Ahmed
         </efrbr-person:nameOfPerson></efrbr-person:person><efrbr-person:person identifier="900D5818-5467-486B-906E-23B63FF2999D"><efrbr-person:nameOfPerson vocabulary="">
            Risi Sebastian
         </efrbr-person:nameOfPerson></efrbr-person:person><efrbr-person:person identifier="http://users.isc.tuc.gr/~ggiannakakis"><efrbr-person:nameOfPerson vocabulary="TUC:LDAP">
            Giannakakis Georgios
            Γιαννακακης Γεωργιος
         </efrbr-person:nameOfPerson></efrbr-person:person><efrbr-person:person identifier="http://viaf.org/viaf/1101148209302400460007"><efrbr-person:nameOfPerson vocabulary="VIAF">
            Togelius, Julian, 1979-
         </efrbr-person:nameOfPerson></efrbr-person:person><efrbr-corporateBody:corporateBody identifier="https://v2.sherpa.ac.uk/id/publisher/62037"><efrbr-corporateBody:nameOfTheCorporateBody vocabulary="S/R:PUBLISHERS">
            Springer Nature
         </efrbr-corporateBody:nameOfTheCorporateBody></efrbr-corporateBody:corporateBody><efrbr-concept:concept identifier="E6C54FE7-5428-4D35-A6F3-3BF908E566DF"><efrbr-concept:termForTheConcept>
            Procedural content generation
         </efrbr-concept:termForTheConcept></efrbr-concept:concept><efrbr-concept:concept identifier="835E3B5C-E99C-4292-8426-736BE30F1AEA"><efrbr-concept:termForTheConcept>
            Game design
         </efrbr-concept:termForTheConcept></efrbr-concept:concept><efrbr-concept:concept identifier="460D08F2-054A-438F-980D-9629EB6E5C7B"><efrbr-concept:termForTheConcept>
            Deep learning
         </efrbr-concept:termForTheConcept></efrbr-concept:concept><efrbr-concept:concept identifier="523E8B0D-65FD-46B0-8CE3-2F880CC675EC"><efrbr-concept:termForTheConcept>
            Machine learning
         </efrbr-concept:termForTheConcept></efrbr-concept:concept><efrbr-concept:concept identifier="7BDA1E1F-2F3A-49AC-B602-AACBEF6D78DF"><efrbr-concept:termForTheConcept>
            Computational and artificial intelligence
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