Game consists of multiple types of content, while the harmony of different content types play an essential role in game design. However, most works on procedural content generation consider only one type of content at a time. In this paper, we propose and formulate online level generation from music, in a way of matching a level feature to a music feature in real-time, while adapting to players' play speed. A generic framework named online player-adaptive procedural content generation via reinforcement learning, OPARL for short, is built upon the experience-driven reinforcement learning and controllable reinforcement learning, to enable online level generation from music. Furthermore, a novel control policy based on local search and k-nearest neighbours is proposed and integrated into OPARL to control the level generator considering the play data collected online. Results of simulation-based experiments show that our implementation of OPARL is competent to generate playable levels with difficulty degree matched to the ``energy'' dynamic of music for different artificial players in an online fashion.
翻译:游戏由多种类型的内容组成,而不同内容类型的和谐在游戏设计中起着关键作用。然而,大多数程序内容生成工作每次只考虑一种内容。在本文中,我们提议并设计由音乐产生的在线水平生成,将一个级别特性与实时音乐特征相匹配,同时适应玩家的游戏速度。一个名为“增强学习”的在线播放者适应程序内容生成通用框架,简称“短期 OPARL”,以经验驱动的强化学习和控制强化学习为基础,以便从音乐中实现在线水平生成。此外,还提出一个基于本地搜索和 k 最接近邻居的新式控制政策,并将其纳入 OPARL,以根据在线收集的游戏数据控制级别生成器。模拟实验结果显示,我们实施 OPARL 能够生成与“ 能源” 动态相匹配的、 难度与在线方式不同人造玩家音乐相匹配的可播放级别。