Increasing generality in machine learning through procedural content generation

被引:0
|
作者
Sebastian Risi
Julian Togelius
机构
[1] modl.ai,
[2] IT University of Copenhagen,undefined
[3] New York University,undefined
来源
关键词
D O I
暂无
中图分类号
学科分类号
摘要
Procedural content generation (PCG) refers to the practice of generating game content, such as levels, quests or characters, algorithmically. Motivated by the need to make games replayable, as well as to reduce authoring burden and enable particular aesthetics, many PCG methods have been devised. At the same time that researchers are adapting methods from machine learning (ML) to PCG problems, the ML community has become more interested in PCG-inspired methods. One reason for this development is that ML algorithms often only work for a particular version of a particular task with particular initial parameters. In response, researchers have begun exploring randomization of problem parameters to counteract such overfitting and to allow trained policies to more easily transfer from one environment to another, such as from a simulated robot to a robot in the real world. Here we review existing work on PCG, its overlap with current efforts in ML, and promising new research directions such as procedurally generated learning environments. Although originating in games, we believe PCG algorithms are critical to creating more general machine intelligence.
引用
收藏
页码:428 / 436
页数:8
相关论文
共 50 条
  • [1] Increasing generality in machine learning through procedural content generation
    Risi, Sebastian
    Togelius, Julian
    [J]. NATURE MACHINE INTELLIGENCE, 2020, 2 (08) : 428 - 436
  • [2] Procedural Content Generation via Machine Learning (PCGML)
    Summerville, Adam
    Snodgrass, Sam
    Guzdial, Matthew
    Holmgard, Christoffer
    Hoover, Amy K.
    Isaksen, Aaron
    Nealen, Andy
    Togelius, Julian
    [J]. IEEE TRANSACTIONS ON GAMES, 2018, 10 (03) : 257 - 270
  • [3] Deep learning for procedural content generation
    Liu, Jialin
    Snodgrass, Sam
    Khalifa, Ahmed
    Risi, Sebastian
    Yannakakis, Georgios N.
    Togelius, Julian
    [J]. NEURAL COMPUTING & APPLICATIONS, 2021, 33 (01): : 19 - 37
  • [4] Deep learning for procedural content generation
    Jialin Liu
    Sam Snodgrass
    Ahmed Khalifa
    Sebastian Risi
    Georgios N. Yannakakis
    Julian Togelius
    [J]. Neural Computing and Applications, 2021, 33 : 19 - 37
  • [5] Capturing Local and Global Patterns in Procedural Content Generation via Machine Learning
    Volz, Vanessa
    Justesen, Niels
    Snodgrass, Sam
    Asadi, Sahar
    Purmonen, Sami
    Holmgard, Christoffer
    Togelius, Julian
    Risi, Sebastian
    [J]. 2020 IEEE CONFERENCE ON GAMES (IEEE COG 2020), 2020, : 399 - 406
  • [6] Procedural Content Generation via Machine Learning in 2D Indoor Scene
    Jezek, Bruno
    Ouhrabka, Adam
    Slaby, Antonin
    [J]. AUGMENTED REALITY, VIRTUAL REALITY, AND COMPUTER GRAPHICS, AVR 2020, PT I, 2020, 12242 : 34 - 49
  • [7] Procedural Content Generation through Quality Diversity
    Gravina, Daniele
    Khalifa, Ahmed
    Liapis, Antonios
    Togelius, Julian
    Yannakakis, Georgios N.
    [J]. 2019 IEEE CONFERENCE ON GAMES (COG), 2019,
  • [8] Adversarial Reinforcement Learning for Procedural Content Generation
    Gisslen, Linus
    Eakins, Andy
    Gordillo, Camilo
    Bergdahl, Joakim
    Tollmar, Konrad
    [J]. 2021 IEEE CONFERENCE ON GAMES (COG), 2021, : 9 - 16
  • [9] Learning-Based Procedural Content Generation
    Roberts, Jonathan
    Chen, Ke
    [J]. IEEE TRANSACTIONS ON COMPUTATIONAL INTELLIGENCE AND AI IN GAMES, 2015, 7 (01) : 88 - 101
  • [10] Situated Dialogue Learning through Procedural Environment Generation
    Ammanabrolu, Prithviraj
    Jia, Renee
    Riedl, Mark O.
    [J]. PROCEEDINGS OF THE 60TH ANNUAL MEETING OF THE ASSOCIATION FOR COMPUTATIONAL LINGUISTICS (ACL 2022), VOL 1: (LONG PAPERS), 2022, : 8099 - 8116