Procedural content generation (PCG) is a growing field, with numerous applications in the video game industry, and great potential to help create better games at a fraction of the cost of manual creation. However, much of the work in PCG is focused on generating relatively straightforward levels in simple games, as it is challenging to design an optimisable objective function for complex settings. This limits the applicability of PCG to more complex and modern titles, hindering its adoption in industry. Our work aims to address this limitation by introducing a compositional level generation method, which recursively composes simple, low-level generators together to construct large and complex creations. This approach allows for easily-optimisable objectives and the ability to design a complex structure in an interpretable way by referencing lower-level components. We empirically demonstrate that our method outperforms a non-compositional baseline by more accurately satisfying a designer's functional requirements in several tasks. Finally, we provide a qualitative showcase (in Minecraft) illustrating the large and complex, but still coherent, structures that were generated using simple base generators.
翻译:程序内容生成(PCG)是一个日益增长的领域,在视频游戏行业中应用了多种应用,并且有很大的潜力帮助以人工创建成本的一小部分成本创造更好的游戏。然而,PCG的许多工作侧重于在简单游戏中产生相对简单的水平,因为设计一个对复杂环境的可选客观功能是具有挑战性的。这限制了PCG对更复杂和现代标题的适用性,阻碍了其在行业的采用。我们的工作旨在通过引入一种组成层次生成方法来解决这一局限性,该方法反复地将简单、低层次的发电机组合在一起,以构建大型和复杂的创作。这个方法通过引用较低级别的组件,可以实现容易操作的目标和以可解释的方式设计复杂结构的能力。我们从经验上证明,我们的方法比非组合基线要强,更准确地满足了设计者在若干任务中的功能要求。最后,我们提供了一个定性的演示(在手工艺中),说明使用简单基本发电机产生的大型和复杂但仍然一致的结构。