Impressions of the GDMC AI Settlement Generation Challenge in Minecraft

Christoph Salge, C. Aranha, Adrian Brightmoore, S. Butler, R. Canaan, Michael Cook, M. Green, Hagen Fischer, C. Guckelsberger, Jupiter Hadley, Jean-Baptiste Herv'e, Mark R. Johnson, Quinn Kybartas, David Mason, M. Preuss, Tristan B. Smith, R. Thawonmas, J. Togelius
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引用次数: 7

Abstract

The GDMC AI settlement generation challenge is a procedural content generation (PCG) competition about producing an algorithm that can create a settlement in the game Minecraft. In contrast to the majority of AI competitions, the GDMC entries are evaluated by human experts on several criteria such as adaptability, functionality, evocative narrative, and visual aesthetics – all of which represent challenges to state-of-the-art PCG systems. This paper contains a collection of written experiences with this competition, by participants, judges, organizers and advisors. We asked people to reflect both on the artifacts themselves, and on the competition in general. The aim of this paper is to offer a shareable and edited collection of experiences and qualitative feedback which have the potential to push forward PCG and computational creativity, but would be lost once the individual assessments are compressed to scalar ratings. We reflect upon organizational issues for AI competitions, and discuss the future of the GDMC competition.
《我的世界》中GDMC AI定居点生成挑战的印象
GDMC AI定居点生成挑战是一项程序内容生成(PCG)竞赛,旨在生成能够在游戏《我的世界》中创建定居点的算法。与大多数人工智能竞赛不同,GDMC参赛作品由人类专家根据适应性、功能、令人回味的叙述和视觉美学等几个标准进行评估——所有这些都是对最先进的PCG系统的挑战。这篇论文包含了参赛者、评委、组织者和顾问在这次比赛中的书面经验。我们要求人们对文物本身和总体上的竞争进行反思。本文的目的是提供一个可共享和编辑的经验和定性反馈的集合,这些反馈有可能推动PCG和计算创造力的发展,但一旦个人评估被压缩为标量评级,就会丢失。我们反思了人工智能竞赛的组织问题,并讨论了GDMC竞赛的未来。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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