突变模型:通过模仿进化来学习生成关卡

A. Khalifa, J. Togelius, M. Green
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引用次数: 5

摘要

基于搜索的程序内容生成(PCG)是一种众所周知的游戏关卡生成方法。它的主要优点是它是通用的,并且能够满足功能约束。然而,由于在线运行这些算法的计算成本很高,基于搜索的PCG很少用于实时生成。本文介绍了一种新的基于机器学习的迭代水平生成器——突变模型。我们训练一个模型来模拟进化过程,并使用训练好的模型来生成层次。经过训练的模型能够依次修改噪声水平以创建更好的水平,而不需要在推理期间使用适应度函数。我们在一个2D迷宫生成任务上评估我们训练好的模型。我们比较了几种不同版本的方法:在进化结束时(正常进化)或每100代(辅助进化)训练模型,并将模型用作进化过程中的突变函数。使用辅助进化过程,最终训练的模型能够生成成功率和多样性较高的迷宫。训练后的模型比它所训练的进化过程快很多倍。这项工作开启了一扇学习关卡生成器的新大门,这是由进化过程引导的,这意味着自动创建具有明确约束和目标的生成器,并且能够快速地在游戏中运行时部署。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Mutation Models: Learning to Generate Levels by Imitating Evolution
Search-based procedural content generation (PCG) is a well-known method for level generation in games. Its key advantage is that it is generic and able to satisfy functional constraints. However, due to the heavy computational costs to run these algorithms online, search-based PCG is rarely utilized for real-time generation. In this paper, we introduce mutation models, a new type of iterative level generator based on machine learning. We train a model to imitate the evolutionary process and use the trained model to generate levels. This trained model is able to modify noisy levels sequentially to create better levels without the need for a fitness function during inference. We evaluate our trained models on a 2D maze generation task. We compare several different versions of the method: training the models either at the end of evolution (normal evolution) or every 100 generations (assisted evolution) and using the model as a mutation function during evolution. Using the assisted evolution process, the final trained models are able to generate mazes with a success rate of and high diversity of . The trained model is many times faster than the evolutionary process it was trained on. This work opens the door to a new way of learning level generators guided by an evolutionary process, meaning automatic creation of generators with specifiable constraints and objectives that are fast enough for runtime deployment in games.
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