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
  • [41] What Do We Value in Procedural Content Generation?
    Smith, Gillian
    [J]. PROCEEDINGS OF THE 12TH INTERNATIONAL CONFERENCE ON THE FOUNDATIONS OF DIGITAL GAMES (FDG'17), 2017,
  • [42] Procedural Content Generation in Competitive Multiplayer Platform Games
    Volkmar, Georg
    Maehlmann, Nikolas
    Malaka, Rainer
    [J]. ENTERTAINMENT COMPUTING AND SERIOUS GAMES, ICEC-JCSG 2019, 2019, 11863 : 228 - 234
  • [43] Antagonistic Procedural Content Generation Of Sparse Reward Game
    Xie, Shaoyou
    Zhou, Wei
    Han, Honglei
    [J]. PROCEEDINGS OF THE 16TH INTERNATIONAL CONFERENCE ON THE FOUNDATIONS OF DIGITAL GAMES, FDG 2021, 2021,
  • [44] Increasing transparency in machine learning through bootstrap simulation and shapely additive explanations
    Huang, Alexander A.
    Huang, Samuel Y.
    [J]. PLOS ONE, 2023, 18 (02):
  • [45] A Short Introduction to Procedural Content Generation Algorithms for Videogames
    Barriga, Nicolas A.
    [J]. INTERNATIONAL JOURNAL ON ARTIFICIAL INTELLIGENCE TOOLS, 2019, 28 (02)
  • [46] Human Computation for Procedural Content Generation in Platform Games
    Reis, Willian M. P.
    Lelis, Levi H. S.
    Gal, Ya'akov
    [J]. 2015 IEEE CONFERENCE ON COMPUTATIONAL INTELLIGENCE AND GAMES (CIG), 2015, : 99 - 106
  • [47] Evolutionary Procedural Content Generation for an Endless Platform Game
    de Pontes, Rafael Guerra
    Gomes, Herman Martins
    [J]. 2020 19TH BRAZILIAN SYMPOSIUM ON COMPUTER GAMES AND DIGITAL ENTERTAINMENT (SBGAMES 2020), 2020, : 80 - 89
  • [48] Procedural Content Generation of Level Layouts for Hotline Miami
    Brown, Joseph Alexander
    Lutfullin, Bulat
    Oreshin, Pavel
    [J]. 2017 9TH COMPUTER SCIENCE AND ELECTRONIC ENGINEERING (CEEC), 2017,
  • [49] Applying Formal Picture Languages to Procedural Content Generation
    Maung, David
    Crawfis, Roger
    [J]. PROCEEDINGS OF CGAMES'2015 USA 20TH INTERNATIONAL CONFERENCE ON COMPUTER GAMES - AI, ANIMATION, MOBILE, INTERACTIVE MULTIMEDIA, EDUCATIONAL AND SERIOUS GAMES, 2015, : 58 - 64
  • [50] Leveraging Procedural Generation to Benchmark Reinforcement Learning
    Cobbe, Karl
    Hesse, Christopher
    Hilton, Jacob
    Schulman, John
    [J]. INTERNATIONAL CONFERENCE ON MACHINE LEARNING, VOL 119, 2020, 119