Tile Embedding: A General Representation for Level Generation

Mrunal Jadhav, Matthew J. Guzdial
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引用次数: 9

Abstract

In recent years, Procedural Level Generation via Machine Learning (PLGML) techniques have been applied to generate game levels with machine learning. These approaches rely on human-annotated representations of game levels. Creating annotated datasets for games requires domain knowledge and is time-consuming. Hence, though a large number of video games exist, annotated datasets are curated only for a small handful. Thus current PLGML techniques have been explored in limited domains, with Super Mario Bros. as the most common example. To address this problem, we present tile embeddings, a unified, affordance-rich representation for tile-based 2D games. To learn this embedding, we employ autoencoders trained on the visual and semantic information of tiles from a set of existing, human-annotated games. We evaluate this representation on its ability to predict affordances for unseen tiles, and to serve as a PLGML representation for annotated and unannotated games.
贴图嵌入:关卡生成的通用表示
近年来,通过机器学习生成程序关卡(PLGML)技术被应用于通过机器学习生成游戏关卡。这些方法依赖于人类对游戏关卡的注释。为游戏创建带注释的数据集需要领域知识,而且非常耗时。因此,尽管存在大量电子游戏,但注释数据集只适用于一小部分。因此,目前的PLGML技术只在有限的领域进行了探索,《超级马里奥兄弟》就是最常见的例子。为了解决这个问题,我们提出了贴图嵌入,这是一种基于贴图的2D游戏的统一的、丰富的表现形式。为了学习这种嵌入,我们使用了自动编码器,对一组现有的、人类注释的游戏中的图像和语义信息进行了训练。我们根据其预测未见贴图的可视性的能力来评估这种表示,并作为带注释和无注释游戏的PLGML表示。
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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