arXivDaily arXiv每日学术速递 周一至周五更新
arXiv周末暂无论文更新,休息一下吧,周末愉快~~
arXiv 2005.12579cs.AIcs.LG
收藏

通过机器学习捕获过程内容生成中的局部和全局模式

Capturing Local and Global Patterns in Procedural Content Generation via Machine Learning

King Digital Entertainment(国王数字娱乐公司)

Vanessa Volz, Niels Justesen, Sam Snodgrass, Sahar Asadi, Sami Purmonen, Christoffer Holmgård, Julian Togelius, Sebastian Risi

摘要:

最近通过机器学习(PCGML)方法的过程内容生成允许从现有内容学习以自动产生类似内容。虽然这些方法能够为不同的游戏(例如,超级马里奥兄弟,毁灭战士,塞尔达,和孩子伊卡洛斯),这是一个开放的问题,以及这些方法可以捕捉大规模的视觉模式,如对称。在本文中,我们提出了匹配三场比赛作为一个域来测试PCGML算法的能力,以产生合适的模式。我们证明了流行的算法,如生成对抗网络在这一领域的斗争,并提出适应,以提高其性能。特别是,我们增加了马尔可夫随机场方法的邻域,不仅考虑到本地,而且还考虑到对称的位置信息。我们进行了几个实证测试,包括用户研究,显示所提出的修改实现的改进,并获得可喜的成果。

英文摘要:

Recent procedural content generation via machine learning (PCGML) methods allow learning from existing content to produce similar content automatically. While these approaches are able to generate content for different games (e.g. Super Mario Bros., DOOM, Zelda, and Kid Icarus), it is an open questions how well these approaches can capture large-scale visual patterns such as symmetry. In this paper, we propose match-three games as a domain to test PCGML algorithms regarding their ability to generate suitable patterns. We demonstrate that popular algorithm such as Generative Adversarial Networks struggle in this domain and propose adaptations to improve their performance. In particular we augment the neighborhood of a Markov Random Fields approach to not only take local but also symmetric positional information into account. We conduct several empirical tests including a user study that show the improvements achieved by the proposed modifications, and obtain promising results.

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。

↑