使用3D-Craft数据集的顺序感知生成建模

Zhuoyuan Chen, Demi Guo, Tong Xiao, Saining Xie, Xinlei Chen, Haonan Yu, Jonathan Gray, Kavya Srinet, Haoqi Fan, Jerry Ma, C. Qi, Shubham Tulsiani, Arthur Szlam, C. L. Zitnick
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引用次数: 4

摘要

本文研究了《我的世界》游戏中顺序建造房屋的问题,并证明了学习顺序可以建立更有效的自回归模型。给定由人类玩家建造的部分房屋,我们的系统会尝试以类似人类的方式放置额外的砖块来完成房屋。我们为这个新任务引入了一个新的数据集,housesecraft。housesecraft包含了人类从零开始建造的2500个Minecraft房屋的顺序。人类动作序列使我们能够学习一种称为Voxel-CNN的顺序感知生成模型。与许多生成模型相比,序列生成顺序要么无关紧要(例如gan的整体生成),要么由简单规则手动/任意设置(例如光栅扫描顺序),我们的重点是模仿人类的有序生成。为了评估生成模型是否能准确预测类人行为,我们提出了几个新的定量指标。我们证明了我们的Voxel-CNN模型在这个创造性的任务中是简单有效的,并且可以作为这个方向的未来研究的强大基线。housesecraft数据集和带有基线模型的代码将公开提供。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Order-Aware Generative Modeling Using the 3D-Craft Dataset
In this paper, we study the problem of sequentially building houses in the game of Minecraft, and demonstrate that learning the ordering can make for more effective autoregressive models. Given a partially built house made by a human player, our system tries to place additional blocks in a human-like manner to complete the house. We introduce a new dataset, HouseCraft, for this new task. HouseCraft contains the sequential order in which 2,500 Minecraft houses were built from scratch by humans. The human action sequences enable us to learn an order-aware generative model called Voxel-CNN. In contrast to many generative models where the sequential generation ordering either does not matter (e.g. holistic generation with GANs), or is manually/arbitrarily set by simple rules (e.g. raster-scan order), our focus is on an ordered generation that imitates humans. To evaluate if a generative model can accurately predict human-like actions, we propose several novel quantitative metrics. We demonstrate that our Voxel-CNN model is simple and effective at this creative task, and can serve as a strong baseline for future research in this direction. The HouseCraft dataset and code with baseline models will be made publicly available.
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