Games and procedural content generation
I build agents and content generators that adapt to their surroundings and to the people they play or create with. Much of this work runs through GDMC, where algorithms build whole settlements on terrain they have never seen. That raises a hard question for any open-ended generative system: how do you evaluate it when there is no single right answer?
- The AI Settlement Generation Challenge in Minecraft Salge et al., KI – Künstliche Intelligenz, 2020; five-year retrospective at FDG 2022
- An Examination of the Hidden Judging Criteria in the Generative Design in Minecraft Competition Hervé, Salge & Warpefelt, IEEE Transactions on Games, 2023
- Comparing PCG Metrics with Human Evaluation in Minecraft Settlement Generation Hervé & Salge, FDG 2021
- Terrain-Adaptive PCGML in Minecraft van der Staaij, Preuss & Salge, IEEE CoG 2024
- New and Surprising Ways to be Mean: Adversarial NPCs with Coupled Empowerment Minimisation Guckelsberger, Salge & Togelius, IEEE CIG 2018. Best Paper Award
- Relevant Information as a Formalised Approach to Evaluate Game Mechanics Salge & Mahlmann, IEEE CIG 2010