Glad you submitted this as I've needed an update of game AI field. A bit different than it was in my day but still shows what I argued all along: hybrid methods will be the best. Far game generation, I agree that generating many new, unpredictable experiences for the algorithm is ideal. I also agree it's within computational reach. Doesn't necessarily take AI, though.<p>For instance, much of that could be done with declarative, dynamic programming with templates, aspects, or constraint solvers. Idea being you create objects with relationships, attributes, and constraints. Let's look at an item object. It might have physical properties such as shape, size, movement speed, acceleration speed, ability to phase in/out, invisibility, and area of effect. It might have reactive properties where any of that changes in a specific way upon physical interaction, game event, or global setting. It might have effects on players that changing any existing attribute's value, remove one, or add one. It might cause a pre-registered event in game or for player with specific or random values input. Any of this can be programed using available languages as taking inputs, performing a computation on them, and producing output. Declarative aspect means that, after each is created with constraints or types, inference algorithms (even if-then's if you're masochist) can produce an imperative implementation that lines them all up properly for an actual game.<p>I'm not sure what the difficulty will be to do such things for an entire game rather than one item. However, one item on a map interacting with global & one, player's state trying to do all of the above might make a nice testbed. Then a number of items. Then a number of players. Whatever method works easily to solve it and generate efficient code gets used when approach is expanded to apply a similar range of attributes to player, map, NPC's, or even passage of time itself.<p>Just some thoughts on that. Haven't read your papers about specific algorithms yet. Did download Panorama for later reading. So, is anything close to what I described for generating a game engine from descriptions of parts in a way I described items? I think that, once enough stuff was loaded in, would generate a combinatorial explosion like wannabe AI's have never seen (and couldn't cheat easily).