Video game level generation based on machine learning (ML), in particular, deep generative models, has attracted attention as a technique to automate level generation. However, applications of existing ML-based level generations are mostly limited to tile-based level representation. When ML techniques are applied to game domains with non-tile-based level representation, such as Angry Birds, where objects in a level are specified by real-valued parameters, ML often fails to generate playable levels. In this study, we develop a deep-generative-model-based level generation for the game domain of Angry Birds. To overcome these drawbacks, we propose a sequential encoding of a level and process it as text data, whereas existing approaches employ a tile-based encoding and process it as an image. Experiments show that the proposed level generator drastically improves the stability and diversity of generated levels compared with existing approaches. We apply latent variable evolution with the proposed generator to control the feature of a generated level computed through an AI agent's play, while keeping the level stable and natural.
翻译:基于机器学习(ML),特别是深基因模型的视频游戏水平生成,已作为一种自动生成技术引起注意。然而,现有基于 ML 的代代的应用大多限于基于瓷基的级别代表。当ML 技术应用于非瓷基层次代表的游戏域时,例如安格里鸟,在一个级别上的物体由实际价值参数指定,ML往往无法生成可播放的级别。在这项研究中,我们为安格里鸟的游戏域开发了一种深基因模型级生成。为了克服这些缺陷,我们建议将一个级别相继编码,并将其处理成文本数据,而现有方法则使用基于瓷的编码和处理作为图像。实验显示,与现有方法相比,拟议的水平生成值的稳定性和多样性大大提高。我们与拟议生成器一起应用潜在的变量演化来控制通过AI 代理游戏计算产生的水平的特征,同时保持水平的稳定性和自然性。