启发式多类神经元自动机的能级生成
Illuminating Diverse Neural Cellular Automata for Level Generation
摘要:
我们提出了一种方法,生成不同的神经元胞自动机(NCA)的集合来设计视频游戏的水平。虽然NCA到目前为止只通过监督学习进行训练,我们提出了一个质量多样性(QD)的方法来生成一个NCA级生成器的集合。通过将问题构建为QD问题,我们的方法可以训练不同级别的生成器,其输出级别根据美学或功能标准而变化。为了有效地生成NCA,我们通过协方差矩阵自适应MAP-Elites(CMA-ME)训练生成器,这是一种专门用于连续搜索空间的质量多样性算法。我们应用我们的新方法来生成几个2D瓷砖为基础的游戏水平生成器:迷宫游戏,推箱子,塞尔达。我们的研究结果表明,CMA-ME可以产生小的NCA是不同的,但有能力,往往满足复杂的可解性标准确定性代理。我们与经过训练以产生各种生成器集合的组合模式生成网络(CPPN)基线进行比较,并表明NCA表示可以更好地探索水平空间。
英文摘要:
We present a method of generating diverse collections of neural cellular automata (NCA) to design video game levels. While NCAs have so far only been trained via supervised learning, we present a quality diversity (QD) approach to generating a collection of NCA level generators. By framing the problem as a QD problem, our approach can train diverse level generators, whose output levels vary based on aesthetic or functional criteria. To efficiently generate NCAs, we train generators via Covariance Matrix Adaptation MAP-Elites (CMA-ME), a quality diversity algorithm which specializes in continuous search spaces. We apply our new method to generate level generators for several 2D tile-based games: a maze game, Sokoban, and Zelda. Our results show that CMA-ME can generate small NCAs that are diverse yet capable, often satisfying complex solvability criteria for deterministic agents. We compare against a Compositional Pattern-Producing Network (CPPN) baseline trained to produce diverse collections of generators and show that the NCA representation yields a better exploration of level-space.
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