论文标题

学会从一无所有地产生水平

Learning to Generate Levels From Nothing

论文作者

Bontrager, Philip, Togelius, Julian

论文摘要

程序内容生成的机器学习最近已成为一个积极的研究领域。级别的形式和功能都不同,并且在各种游戏中大多彼此无关。这使得很难将适当的大型数据集组装起来,以使机器学习的水平设计与图像生成相同。在这里,我们提出了生成的播放网络,该网络设计了供自己播放的水平。该算法分为两部分;一个学会玩游戏水平的代理商,以及一个学习可玩水平分布的发电机。随着代理商的学习和提高其能力,代理商定义的可播放水平的空间也会成长。发电机的目标是代理的可玩性估计,然后更新其对构成可玩水平的理解。我们称这一过程是通过与环境,自我监督的归纳学习来学习通过自我发现发现的数据分布的过程。与以前的程序性内容生成的方法不同,生成的播放网络是端到端的,并且不需要人为设计的示例或域知识。我们通过训练代理和水平发电机为2D地下城爬网游戏训练该框架的能力。

Machine learning for procedural content generation has recently become an active area of research. Levels vary in both form and function and are mostly unrelated to each other across games. This has made it difficult to assemble suitably large datasets to bring machine learning to level design in the same way as it's been used for image generation. Here we propose Generative Playing Networks which design levels for itself to play. The algorithm is built in two parts; an agent that learns to play game levels, and a generator that learns the distribution of playable levels. As the agent learns and improves its ability, the space of playable levels, as defined by the agent, grows. The generator targets the agent's playability estimates to then update its understanding of what constitutes a playable level. We call this process of learning the distribution of data found through self-discovery with an environment, self-supervised inductive learning. Unlike previous approaches to procedural content generation, Generative Playing Networks are end-to-end differentiable and do not require human-designed examples or domain knowledge. We demonstrate the capability of this framework by training an agent and level generator for a 2D dungeon crawler game.

扫码加入交流群

加入微信交流群

微信交流群二维码

扫码加入学术交流群,获取更多资源