In mixed-initiative co-creation tasks, where a human and a machine jointly create items, it is valuable for the generative system to provide multiple relevant suggestions to the designer. Quality-diversity algorithms have been commonly used for this, as they can provide diverse suggestions that are representative of salient areas of the solution space, showcasing solutions with both high fitness and different properties that the designer might be interested in. Since these suggestions are what drives the search process, it is important that they provide the right inspiration for the designer, as well as not stray too far away from the search trajectory, i.e., they should be aligned with what the designer is looking for. Additionally, in most cases, many interactions with the system are required before the designer is content with a solution. In this work, we tackle both of these problems with an interactive constrained MAP-Elites system by crafting emitters that are able to learn the preferences of the designer and use them in automated hidden steps. By learning such preferences, we remain aligned with the designer's intentions, and by applying automatic steps, we generate more solutions per system interaction, giving a larger number of choices to the designer and speeding up the search process. We propose a general framework for preference-learning emitters and test it on a procedural content generation task in the video game Space Engineers. In an internal study, we show that preference-learning emitters allow users to more quickly find relevant solutions.
翻译:在混合式共同创造任务中,人类和机器共同创建项目,对于基因系统来说,向设计者提供多重相关建议是有价值的。 质量多样性算法为此已被普遍使用,因为它们可以提供代表解决方案空间显著领域的各种建议,展示设计者可能感兴趣的高健身性和不同属性的解决办法。由于这些建议是驱动搜索过程的动力,因此重要的是它们为设计者提供正确的灵感,而不是过于远离搜索轨迹,即它们应当与设计者正在寻找的一致。此外,在多数情况下,在设计者满足解决方案的内容之前,需要与系统进行许多互动。在这项工作中,我们通过设计能够学习设计者偏好并利用它们进行自动隐藏步骤的发射者来解决这些问题。通过学习这种偏好,我们仍然与设计者的意图保持一致,并且通过应用自动步骤,我们产生更多的系统解决方案,在设计者对解决方案的满足解决方案的满意度之前,需要与系统进行许多互动。 在这项工作中,我们通过设计者与设计者互动受制约的MAP-Elites系统来解决这两个问题,通过设计者能够学习设计者的偏好,在自动的隐藏步骤中找到这样的偏好,我们仍然与设计者的意图一致,通过自动步骤,我们产生更多的选择,在系统上产生更多的选择,我们为空间游戏用户选择。 我们提议一个更相关的选择,在设计者和加速了一个空间游戏驱动者的试制式选择。