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arXiv 2010.04548cs.AIcs.LG
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用于程序内容生成的深度学习

Deep Learning for Procedural Content Generation

Southern University of Science and Technology(南方科技大学);New York University(纽约大学);IT University of Copenhagen(哥本哈根信息技术大学);University of Malta(马耳他大学);Technical University of Crete(克里特理工大学)

Jialin Liu, Sam Snodgrass, Ahmed Khalifa, Sebastian Risi, Georgios N. Yannakakis, Julian Togelius

摘要:

视频游戏中的程序内容生成有着悠久的历史。现有的程序内容生成方法,例如基于搜索、基于求解器、基于规则和基于语法的方法,已经应用于各种内容类型,例如关卡、地图、角色模型和纹理。以游戏中的内容生成为中心的研究领域已经存在了十多年。最近,深度学习在内容制作方面为一系列非凡的发明提供了动力,这些发明适用于游戏。虽然一些尖端的深度学习方法是单独应用的,但其他方法是与更传统的方法结合应用的,或者在交互式环境中应用。本文概述了各种直接或间接用于生成游戏内容的深度学习方法,讨论了可用于内容生成目的但目前很少使用的深度学习方法,并设想了深度学习用于程序化内容生成的一些限制和潜在的未来方向。

英文摘要:

Procedural content generation in video games has a long history. Existing procedural content generation methods, such as search-based, solver-based, rule-based and grammar-based methods have been applied to various content types such as levels, maps, character models, and textures. A research field centered on content generation in games has existed for more than a decade. More recently, deep learning has powered a remarkable range of inventions in content production, which are applicable to games. While some cutting-edge deep learning methods are applied on their own, others are applied in combination with more traditional methods, or in an interactive setting. This article surveys the various deep learning methods that have been applied to generate game content directly or indirectly, discusses deep learning methods that could be used for content generation purposes but are rarely used today, and envisages some limitations and potential future directions of deep learning for procedural content generation.

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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