Procedural content generation via machine learning (PCGML) has shown success at producing new video game content with machine learning. However, the majority of the work has focused on the production of static game content, including game levels and visual elements. There has been much less work on dynamic game content, such as game mechanics. One reason for this is the lack of a consistent representation for dynamic game content, which is key for a number of statistical machine learning approaches. We present an autoencoder for deriving what we call "entity embeddings", a consistent way to represent different dynamic entities across multiple games in the same representation. In this paper we introduce the learned representation, along with some evidence towards its quality and future utility.
翻译:通过机器学习生成程序内容(PCGML)在通过机器学习生成新的视频游戏内容方面取得了成功;然而,大部分工作侧重于静态游戏内容的生成,包括游戏级别和视觉元素;关于动态游戏内容,例如游戏机学的工作要少得多;其中一个原因是动态游戏内容缺乏连贯一致的表述,而动态游戏内容是一些统计机学习方法的关键。我们提供了一个自动编码器,用于生成我们称之为“实体嵌入”的内容,这是代表多个游戏中不同动态实体的一致方式。在本文中,我们引入了学习的表述,以及一些证据,说明其质量和未来效用。