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dc.contributor.authorSalge, Christoph
dc.contributor.authorGreen, Michael Cerny
dc.contributor.authorCanaan, Rodrigo
dc.contributor.authorSkwarski, Filip
dc.contributor.authorFritsch, Rafael
dc.contributor.authorBrightmoore, Adrian
dc.contributor.authorYe, Shaofang
dc.contributor.authorCao, Changxing
dc.contributor.authorTogelius, Julian
dc.date2020-03-01
dc.date.accessioned2021-04-23T09:30:27Z
dc.date.available2021-04-23T09:30:27Z
dc.date.issued2020
dc.identifier.issn1610-1987
dc.identifier.urihttp://dx.doi.org/10.1007/s13218-020-00635-0
dc.identifier.urihttp://dl.gi.de/handle/20.500.12116/36273
dc.description.abstractThis article outlines what we learned from the first year of the AI Settlement Generation Competition in Minecraft, a competition about producing AI programs that can generate interesting settlements in Minecraft for an unseen map. This challenge seeks to focus research into adaptive and holistic procedural content generation. Generating Minecraft towns and villages given existing maps is a suitable task for this, as it requires the generated content to be adaptive, functional, evocative and aesthetic at the same time. Here, we present the results from the first iteration of the competition. We discuss the evaluation methodology, present the different technical approaches by the competitors, and outline the open problems.de
dc.publisherSpringer
dc.relation.ispartofKI - Künstliche Intelligenz: Vol. 34, No. 1
dc.relation.ispartofseriesKI - Künstliche Intelligenz
dc.subjectCompetition
dc.subjectGenerative design
dc.subjectMinecraft
dc.subjectProcedural content generation
dc.titleThe AI Settlement Generation Challenge in Minecraftde
dc.typeText/Journal Article
mci.reference.pages19-31
dc.identifier.doi10.1007/s13218-020-00635-0


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