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arXiv 1809.09419cs.AI
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通过游戏设计模式解释PCGML

Explainable PCGML via Game Design Patterns

Georgia Institute of Technology(佐治亚理工学院);Worcester Polytechnic Institute(伍斯特理工学院)

Matthew Guzdial, Joshua Reno, Jonathan Chen, Gillian Smith, Mark Riedl

摘要:

通过机器学习生成程序内容(PCGML)是通过机器学习生成游戏内容的方法的总称。PCGML的好处之一是,与基于搜索或语法的PCG不同,它不需要手动编写初始内容或规则。相反,PCGML依赖于现有的内容和黑盒模型,如果没有专业知识,很难调整或调整。当人类设计师需要了解如何操作他们的数据或模型以实现预期结果时,这尤其成问题。我们提出了一种通过设计模式来实现可解释的PCGML的方法,在这种方法中,设计模式充当用户和模型之间交互的词汇表和模式。我们证明了我们的技术优于我们的系统的不可解释的版本与五个专家设计师,其中四个缺乏任何机器学习专业知识的互动。

英文摘要:

Procedural content generation via Machine Learning (PCGML) is the umbrella term for approaches that generate content for games via machine learning. One of the benefits of PCGML is that, unlike search or grammar-based PCG, it does not require hand authoring of initial content or rules. Instead, PCGML relies on existing content and black box models, which can be difficult to tune or tweak without expert knowledge. This is especially problematic when a human designer needs to understand how to manipulate their data or models to achieve desired results. We present an approach to Explainable PCGML via Design Patterns in which the design patterns act as a vocabulary and mode of interaction between user and model. We demonstrate that our technique outperforms non-explainable versions of our system in interactions with five expert designers, four of whom lack any machine learning expertise.

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

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