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Co-creative Procedural Content Generation via Machine Learning (PCGML) refers to systems where a PCGML agent and a human work together to produce output content. One of the limitations of co-creative PCGML is that it requires co-creative training dat a for a PCGML agent to learn to interact with humans. However, acquiring this data is a difficult and time-consuming process. In this work, we propose approximating human-AI interaction data and employing transfer learning to adapt learned co-creative knowledge from one game to a different game. We explore this approach for co-creative Zelda dungeon room generation.
Generating rhythm game charts from songs via machine learning has been a problem of increasing interest in recent years. However, all existing systems struggle to replicate human-like patterning: the placement of game objects in relation to each othe r to form congruent patterns based on events in the song. Patterning is a key identifier of high quality rhythm game content, seen as a necessary component in human rankings. We establish a new approach for chart generation that produces charts with more congruent, human-like patterning than seen in prior work.
Autonomous game design, generating games algorithmically, has been a longtime goal within the technical games research field. However, existing autonomous game design systems have relied in large part on human-authoring for game design knowledge, suc h as fitness functions in search-based methods. In this paper, we describe an experiment to attempt to learn a human-like fitness function for autonomous game design in an adversarial manner. While our experimental work did not meet our expectations, we present an analysis of our system and results that we hope will be informative to future autonomous game design research.
Procedural content generation via machine learning (PCGML) has shown success at producing new video game content with machine learning. However, the majority of the work has focused on the production of static game content, including game levels and visual elements. There has been much less work on dynamic game content, such as game mechanics. One reason for this is the lack of a consistent representation for dynamic game content, which is key for a number of statistical machine learning approaches. We present an autoencoder for deriving what we call entity embeddings, a consistent way to represent different dynamic entities across multiple games in the same representation. In this paper we introduce the learned representation, along with some evidence towards its quality and future utility.
In game development, designing compelling visual assets that convey gameplay-relevant features requires time and experience. Recent image generation methods that create high-quality content could reduce development costs, but these approaches do not consider game mechanics. We propose a Convolutional Variational Autoencoder (CVAE) system to modify and generate new game visuals based on their gameplay relevance. We test this approach with Pokemon sprites and Pokemon type information, since types are one of the games core mechanics and they directly impact the games visuals. Our experimental results indicate that adopting a transfer learning approach can help to improve visual quality and stability over unseen data.
Procedural Content Generation via Machine Learning (PCGML) refers to a group of methods for creating game content (e.g. platformer levels, game maps, etc.) using machine learning models. PCGML approaches rely on black box models, which can be difficu lt to understand and debug by human designers who do not have expert knowledge about machine learning. This can be even more tricky in co-creative systems where human designers must interact with AI agents to generate game content. In this paper we present an approach to explainable artificial intelligence in which certain training instances are offered to human users as an explanation for the AI agents actions during a co-creation process. We evaluate this approach by approximating its ability to provide human users with the explanations of AI agents actions and helping them to more efficiently cooperate with the AI agent.
Automated game design is the problem of automatically producing games through computational processes. Traditionally, these methods have relied on the authoring of search spaces by a designer, defining the space of all possible games for the system t o author. In this paper, we instead learn representations of existing games from gameplay video and use these to approximate a search space of novel games. In a human subject study we demonstrate that these novel games are indistinguishable from human games in terms of challenge, and that one of the novel games was equivalent to one of the human games in terms of fun, frustration, and likeability.
This survey explores Procedural Content Generation via Machine Learning (PCGML), defined as the generation of game content using machine learning models trained on existing content. As the importance of PCG for game development increases, researchers explore new avenues for generating high-quality content with or without human involvement; this paper addresses the relatively new paradigm of using machine learning (in contrast with search-based, solver-based, and constructive methods). We focus on what is most often considered functional game content such as platformer levels, game maps, interactive fiction stories, and cards in collectible card games, as opposed to cosmetic content such as sprites and sound effects. In addition to using PCG for autonomous generation, co-creativity, mixed-initiative design, and compression, PCGML is suited for repair, critique, and content analysis because of its focus on modeling existing content. We discuss various data sources and representations that affect the resulting generated content. Multiple PCGML methods are covered, including neural networks, long short-term memory (LSTM) networks, autoencoders, and deep convolutional networks; Markov models, $n$-grams, and multi-dimensional Markov chains; clustering; and matrix factorization. Finally, we discuss open problems in the application of PCGML, including learning from small datasets, lack of training data, multi-layered learning, style-transfer, parameter tuning, and PCG as a game mechanic.
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