Search-Based Exploration and Diagnosis of TOAD-GAN

Maria Edwards, Ming-Xiu Jiang, J. Togelius
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Abstract

Generative Adversarial Networks (GANs) have been used with great success to generate images. They have also been applied to the task of Procedural Content Generation (PCG) in games, particularly for level generation, with various approaches taken to solving the problem of training data. One of those approaches, TOAD-GAN (Token-Based One-Shot Arbitrary Dimension Generative Adversarial Network) (Awiszus, Schubert, and Rosenhahn 2020), can generate levels based on a single training example and has been able to closely reproduce token patterns found in the training sample. While TOAD-GAN is an impressive achievement, questions remain about what exactly it has learned. Can the generator be made to produce levels that are substantially different from the level it has been trained on? Can it reproduce specific level segments? How different are the generated levels? We investigate these questions and others by using the CMA-ES algorithm for Latent Space Evolution. To make the search space feasible, we use a random projection in latent space. We propose the investigation undertaken here as a paradigm for studies into what machine-learned generators have actually learned, and also as a test of a new method for projecting from a smaller search space to a larger latent space.
基于搜索的TOAD-GAN探索与诊断
生成对抗网络(GANs)在生成图像方面取得了巨大的成功。它们也被应用于游戏中的程序内容生成(PCG)任务,特别是关卡生成,采用各种方法来解决训练数据问题。其中一种方法,TOAD-GAN(基于token的单次任意维生成对抗网络)(Awiszus, Schubert和Rosenhahn 2020),可以基于单个训练示例生成关卡,并且能够紧密地重现训练样本中发现的token模式。虽然TOAD-GAN是一项令人印象深刻的成就,但它究竟学到了什么仍然存在疑问。生成器是否能够生成与它所训练的关卡完全不同的关卡?它能否重现特定的关卡片段?生成的关卡有何不同?我们使用CMA-ES算法对这些问题和其他问题进行了研究。为了使搜索空间可行,我们在隐空间中使用随机投影。我们建议在这里进行的调查作为研究机器学习生成器实际学习的范例,也作为从较小的搜索空间投射到较大的潜在空间的新方法的测试。
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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