Generative Adversarial Networks (GANs) are a powerful indirect genotype-to-phenotype mapping for evolutionary search. Much previous work applying GANs to level generation focuses on fixed-size segments combined into a whole level, but individual segments may not fit together cohesively. In contrast, segments in human designed levels are often repeated, directly or with variation, and organized into patterns (the symmetric eagle in Level 1 of The Legend of Zelda, or repeated pipe motifs in Super Mario Bros). Such patterns can be produced with Compositional Pattern Producing Networks (CPPNs). CPPNs define latent vector GAN inputs as a function of geometry, organizing segments output by a GAN into complete levels. However, collections of latent vectors can also be evolved directly, producing more chaotic levels. We propose a hybrid approach that evolves CPPNs first, but allows latent vectors to evolve later, combining the benefits of both approaches. These approaches are evaluated in Super Mario Bros. and The Legend of Zelda. We previously demonstrated via a Quality-Diversity algorithm that CPPNs better cover the space of possible levels than directly evolved levels. Here, we show that the hybrid approach (1) covers areas that neither of the other methods can, and (2) achieves comparable or superior QD scores.
翻译:基因突变网络(GANs)是一个强大的间接间接基因类型到苯型图解,用于进化搜索。以前许多应用GANs到水平生成的工作都侧重于固定尺寸部分,将其组合成整个层次,但个别部分可能不连贯地组合在一起。相比之下,人类设计的层次部分往往重复、直接或有差异,并形成模式(Zelda传说第1级的对称鹰,或Super Mario Bros的重复管道模型)。这些模式可以通过组成模式生成网络(CPPNs)来生成。CPPns将潜在的矢量GAN投入定义为几何函数,将GAN的部分输出组织成完整层次。然而,潜在矢量的集合也可以直接演变,产生更多的混乱程度。我们建议一种混合方法,先演化CPPNs,但允许潜伏矢量在以后演化,同时将这两种方法的效益结合起来。这些方法在Supirio Mario Bros 和Zelda传说。我们以前通过质量-D等级方法来界定潜在的矢量矢量性矢量,而不是通过质量-D级的高度分析方法来显示我们所演化的其他水平。