The AI Settlement Generation Challenge in Minecraft: First Year Report
Christoph Salge, Michael Cerny Green, Rodrigo Canaan, Filip Skwarski,, Rafael Fritsch, Adrian Brightmoore, Shaofang Ye, Changxing Cao, Julian, Togelius

TL;DR
This paper reports on the first year of the AI Settlement Generation Challenge in Minecraft, highlighting approaches, evaluation methods, and open problems in generating adaptive, functional, and aesthetic settlements.
Contribution
It introduces a new competition focused on procedural content generation in Minecraft, providing insights into current methods and challenges in AI-generated settlements.
Findings
Diverse technical approaches were submitted by competitors.
Evaluation methodology for settlement quality was established.
Open problems in adaptive and aesthetic content generation were identified.
Abstract
This 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.
Peer Reviews
No public reviews on file for this paper yet. If you reviewed it on a platform where reviews are public (OpenReview, ICLR, NeurIPS, ICML), you can paste yours below so the community can read it here.
Videos
No videos yet. Explain this paper in a talk, walkthrough, or lecture? Add one.
Taxonomy
TopicsAdvanced Image and Video Retrieval Techniques · Artificial Intelligence in Games · Data Management and Algorithms
