从自然语言教学中生成教育游戏中的程序关卡

IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE
Vikram Kumaran;Dan Carpenter;Jonathan Rowe;Bradford Mott;James Lester
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引用次数: 0

摘要

在不断发展的混合主动游戏设计领域中,程序内容生成扮演着关键角色,因此建立一种能够让非技术设计师积极塑造内容生成的综合方法至关重要。大型语言模型(llm)的最新发展显著地改变了基于文本的自动内容生成的格局。这些模型通过为设计人员提供直观的自然语言(NL)接口,在混合主动程序关卡生成方面提供了显著优势。本文提出的框架解释了NL输入,详细说明了关卡设计约束和优化目标,以帮助以环境可持续性教育为目标的战略游戏的游戏关卡的合作开发。它使设计人员能够通过文本描述清楚地表达他们对问题领域、目标度量和期望的难度级别的看法。通过利用llm,该框架提取语义约束和优化目标,然后用于生成候选游戏关卡。这些关卡的功效是由经过高级深度强化学习方法训练的游戏代理来评估的,确保与设计师的原始规格保持一致。在为策略游戏设计关卡时,我们会与专家和非专家一起进一步评估我们的框架。他们的详细回答证实了我们的框架有效地将自然语言描述转化为可玩的游戏关卡,准确地捕捉了设计师的预期目标。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Procedural Level Generation in Educational Games From Natural Language Instruction
In the evolving field of mixed-initiative game design, where procedural content generation plays a pivotal role, establishing a comprehensive approach that empowers nontechnical designers to actively shape content generation is essential. Recent developments in large language models (LLMs) significantly alter the landscape of automated text-based content generation. These models offer a significant advantage in mixed-initiative procedural level generation by providing designers with intuitive, natural language (NL) interfaces. The framework presented in this article interprets NL inputs, detailing level design constraints and optimization goals, to aid in the cooperative development of game levels for a strategy game aimed at environmental sustainability education. It enables designers to articulate their vision concerning the problem domain, goal metrics, and desired difficulty level through a textual description. By utilizing LLMs, the framework extracts semantic constraints and optimization objectives, which are then used to generate candidate game levels. The efficacy of these levels is assessed by game-playing agents trained through advanced deep reinforcement learning methods, ensuring alignment with the designer's original specifications. We further evaluate our framework with both experts and nonexperts in designing levels for our strategy game. Their detailed responses confirm that our framework effectively translates NL descriptions into playable game levels, accurately capturing the designers' intended objectives.
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来源期刊
IEEE Transactions on Games
IEEE Transactions on Games Engineering-Electrical and Electronic Engineering
CiteScore
4.60
自引率
8.70%
发文量
87
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