Large Language Models (LLMs) are powerful tools, capable of leveraging their training on natural language to write stories, generate code, and answer questions. But can they generate functional video game levels? Game levels, with their complex functional constraints and spatial relationships in more than one dimension, are very different from the kinds of data an LLM typically sees during training. Datasets of game levels are also hard to come by, potentially taxing the abilities of these data-hungry models. We investigate the use of LLMs to generate levels for the game Sokoban, finding that LLMs are indeed capable of doing so, and that their performance scales dramatically with dataset size. We also perform preliminary experiments on controlling LLM level generators and discuss promising areas for future work.
翻译:大型语言模型(LLMS)是强大的工具,能够利用自然语言培训来写故事、生成代码和回答问题。但是它们能产生功能性视频游戏水平吗?游戏水平及其复杂的功能限制和空间关系不只一个层面,与LLM在培训中通常看到的数据类型大不相同。游戏水平数据集也很难到来,可能对这些数据饥饿模型的能力造成负担。我们调查了LMS的使用,为Sokoban游戏创造水平,发现LLMS确实有能力这样做,其性能尺度与数据集大小相差甚远。我们还进行了控制LLM级别生成器的初步实验,并讨论了未来工作的有希望的领域。