In this work, we consider the problem of procedural content generation for video game levels. Prior approaches have relied on evolutionary search (ES) methods capable of generating diverse levels, but this generation procedure is slow, which is problematic in real-time settings. Reinforcement learning (RL) has also been proposed to tackle the same problem, and while level generation is fast, training time can be prohibitively expensive. We propose a framework to tackle the procedural content generation problem that combines the best of ES and RL. In particular, our approach first uses ES to generate a sequence of levels evolved over time, and then uses behaviour cloning to distil these levels into a policy, which can then be queried to produce new levels quickly. We apply our approach to a maze game and Super Mario Bros, with our results indicating that our approach does in fact decrease the time required for level generation, especially when an increasing number of valid levels are required.
翻译:在这项工作中,我们考虑了为视频游戏水平创造程序内容的问题。先前的方法依赖于能够产生不同水平的渐进式搜索方法,但这一生成程序缓慢,在实时环境下也存在问题。还提出了强化学习(RL)以解决同样的问题,虽然水平生成速度快,但培训时间却过于昂贵。我们提出了一个框架来解决程序内容生成问题,将最好的ES和RL结合起来。特别是,我们的方法首先利用ES生成一个随着时间变化的层次序列,然后使用行为克隆将这些层次分解成一种政策,然后可以询问这些层次,以迅速产生新的水平。我们用我们的方法处理迷宫游戏和超级马里奥兄弟,我们的结果表明,我们的方法实际上减少了水平生成所需的时间,特别是在需要增加有效水平的时候。