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arXiv 2102.12463cs.LGcs.AI
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基于变分自编码器潜空间质量多样性的游戏关卡生成与混合

Generating and Blending Game Levels via Quality-Diversity in the Latent Space of a Variational Autoencoder

Northeastern University(东北大学)

Anurag Sarkar, Seth Cooper

摘要:

几项工作已经展示了使用变分自编码器(VAE)来生成现有游戏风格的关卡以及跨不同游戏混合关卡。此外,质量多样性(QD)算法也已经变得流行,用于通过使用进化来探索搜索空间同时关注多样性和质量来生成各种游戏内容。为了获得这两种方法的好处,我们提出了一个级别生成和游戏混合的方法,结合使用VAE和QD算法。具体来说,我们在游戏级别上训练VAE,并使用VAE的学习潜在空间作为搜索空间来运行MAP-Elites QD算法。潜在空间捕获我们想要生成和混合的游戏的属性,而MAP-Elites搜索这个潜在空间以找到优化给定目标(如可玩性)的不同级别。我们测试我们的方法使用模型为5个不同的平台游戏,以及一个混合域跨越3这些游戏。我们将使用MAP-Elites进行混合称为Blend-Elites。我们的研究结果表明,MAP-Elites与VAE相结合,不仅可以为每个单独的游戏生成一组不同的可玩级别,还可以为混合域生成一组不同的可玩级别,同时照亮混合潜在空间的游戏特定区域。

英文摘要:

Several works have demonstrated the use of variational autoencoders (VAEs) for generating levels in the style of existing games and blending levels across different games. Further, quality-diversity (QD) algorithms have also become popular for generating varied game content by using evolution to explore a search space while focusing on both variety and quality. To reap the benefits of both these approaches, we present a level generation and game blending approach that combines the use of VAEs and QD algorithms. Specifically, we train VAEs on game levels and run the MAP-Elites QD algorithm using the learned latent space of the VAE as the search space. The latent space captures the properties of the games whose levels we want to generate and blend, while MAP-Elites searches this latent space to find a diverse set of levels optimizing a given objective such as playability. We test our method using models for 5 different platformer games as well as a blended domain spanning 3 of these games. We refer to using MAP-Elites for blending as Blend-Elites. Our results show that MAP-Elites in conjunction with VAEs enables the generation of a diverse set of playable levels not just for each individual game but also for the blended domain while illuminating game-specific regions of the blended latent space.

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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