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. For instance, much of that could be done with dec…
Glad you liked it! We have done some work on trying to generate complete games - an overview of it can be found in this book chapter: http://pcgbook.com/wp-content/uploads/chapter06.pdf The most similar to what you describe is probably the ASP approach to game generation.
http://pcgbook.com/wp-content/uploads/chapter08.pdf
Thanks for link anyway. Yeah, it's a subset of my approach but a good one for clear intro to subject. As they were describing it, my mind drifted back to attempts at automated programming. I've seen recent work under banner program synthesis. In any case, I was thinking how they specified facts & constraints to force generation of results could be applied to software-rewriting. You start with unsafe code expressed with certain meaning/semantics, extract those as abstract rules, and then use them + safety heuristics to synthesize equivalent program that's safe.