7.9AIMay 1, 2023
Procedural Content Generation via Knowledge Transformation (PCG-KT)Anurag Sarkar, Matthew Guzdial, Sam Snodgrass et al.
We introduce the concept of Procedural Content Generation via Knowledge Transformation (PCG-KT), a new lens and framework for characterizing PCG methods and approaches in which content generation is enabled by the process of knowledge transformation -- transforming knowledge derived from one domain in order to apply it in another. Our work is motivated by a substantial number of recent PCG works that focus on generating novel content via repurposing derived knowledge. Such works have involved, for example, performing transfer learning on models trained on one game's content to adapt to another game's content, as well as recombining different generative distributions to blend the content of two or more games. Such approaches arose in part due to limitations in PCG via Machine Learning (PCGML) such as producing generative models for games lacking training data and generating content for entirely new games. In this paper, we categorize such approaches under this new lens of PCG-KT by offering a definition and framework for describing such methods and surveying existing works using this framework. Finally, we conclude by highlighting open problems and directions for future research in this area.
13.2LGAug 22, 2020
Exploring Level Blending across Platformers via Paths and AffordancesAnurag Sarkar, Adam Summerville, Sam Snodgrass et al.
Techniques for procedural content generation via machine learning (PCGML) have been shown to be useful for generating novel game content. While used primarily for producing new content in the style of the game domain used for training, recent works have increasingly started to explore methods for discovering and generating content in novel domains via techniques such as level blending and domain transfer. In this paper, we build on these works and introduce a new PCGML approach for producing novel game content spanning multiple domains. We use a new affordance and path vocabulary to encode data from six different platformer games and train variational autoencoders on this data, enabling us to capture the latent level space spanning all the domains and generate new content with varying proportions of the different domains.
8.4AIJul 11, 2017
CHARDA: Causal Hybrid Automata Recovery via Dynamic AnalysisAdam Summerville, Joseph Osborn, Michael Mateas
We propose and evaluate a new technique for learning hybrid automata automatically by observing the runtime behavior of a dynamical system. Working from a sequence of continuous state values and predicates about the environment, CHARDA recovers the distinct dynamic modes, learns a model for each mode from a given set of templates, and postulates causal guard conditions which trigger transitions between modes. Our main contribution is the use of information-theoretic measures (1)~as a cost function for data segmentation and model selection to penalize over-fitting and (2)~to determine the likely causes of each transition. CHARDA is easily extended with different classes of model templates, fitting methods, or predicates. In our experiments on a complex videogame character, CHARDA successfully discovers a reasonable over-approximation of the character's true behaviors. Our results also compare favorably against recent work in automatically learning probabilistic timed automata in an aircraft domain: CHARDA exactly learns the modes of these simpler automata.
7.6AIJul 11, 2017
Automated Game Design LearningJoseph C Osborn, Adam Summerville, Michael Mateas
While general game playing is an active field of research, the learning of game design has tended to be either a secondary goal of such research or it has been solely the domain of humans. We propose a field of research, Automated Game Design Learning (AGDL), with the direct purpose of learning game designs directly through interaction with games in the mode that most people experience games: via play. We detail existing work that touches the edges of this field, describe current successful projects in AGDL and the theoretical foundations that enable them, point to promising applications enabled by AGDL, and discuss next steps for this exciting area of study. The key moves of AGDL are to use game programs as the ultimate source of truth about their own design, and to make these design properties available to other systems and avenues of inquiry.
1.7AIJun 9, 2017
Off The Beaten Lane: AI Challenges In MOBAs Beyond Player ControlMichael Cook, Adam Summerville, Simon Colton
MOBAs represent a huge segment of online gaming and are growing as both an eSport and a casual genre. The natural starting point for AI researchers interested in MOBAs is to develop an AI to play the game better than a human - but MOBAs have many more challenges besides adversarial AI. In this paper we introduce the reader to the wider context of MOBA culture, propose a range of challenges faced by the community today, and posit concrete AI projects that can be undertaken to begin solving them.
36.3AIFeb 2, 2017
Procedural Content Generation via Machine Learning (PCGML)Adam Summerville, Sam Snodgrass, Matthew Guzdial et al.
This survey explores Procedural Content Generation via Machine Learning (PCGML), defined as the generation of game content using machine learning models trained on existing content. As the importance of PCG for game development increases, researchers explore new avenues for generating high-quality content with or without human involvement; this paper addresses the relatively new paradigm of using machine learning (in contrast with search-based, solver-based, and constructive methods). We focus on what is most often considered functional game content such as platformer levels, game maps, interactive fiction stories, and cards in collectible card games, as opposed to cosmetic content such as sprites and sound effects. In addition to using PCG for autonomous generation, co-creativity, mixed-initiative design, and compression, PCGML is suited for repair, critique, and content analysis because of its focus on modeling existing content. We discuss various data sources and representations that affect the resulting generated content. Multiple PCGML methods are covered, including neural networks, long short-term memory (LSTM) networks, autoencoders, and deep convolutional networks; Markov models, $n$-grams, and multi-dimensional Markov chains; clustering; and matrix factorization. Finally, we discuss open problems in the application of PCGML, including learning from small datasets, lack of training data, multi-layered learning, style-transfer, parameter tuning, and PCG as a game mechanic.
0.8CLJul 22, 2016
CFGs-2-NLU: Sequence-to-Sequence Learning for Mapping Utterances to Semantics and PragmaticsAdam James Summerville, James Ryan, Michael Mateas et al.
In this paper, we present a novel approach to natural language understanding that utilizes context-free grammars (CFGs) in conjunction with sequence-to-sequence (seq2seq) deep learning. Specifically, we take a CFG authored to generate dialogue for our target application for NLU, a videogame, and train a long short-term memory (LSTM) recurrent neural network (RNN) to map the surface utterances that it produces to traces of the grammatical expansions that yielded them. Critically, this CFG was authored using a tool we have developed that supports arbitrary annotation of the nonterminal symbols in the grammar. Because we already annotated the symbols in this grammar for the semantic and pragmatic considerations that our game's dialogue manager operates over, we can use the grammatical trace associated with any surface utterance to infer such information. During gameplay, we translate player utterances into grammatical traces (using our RNN), collect the mark-up attributed to the symbols included in that trace, and pass this information to the dialogue manager, which updates the conversation state accordingly. From an offline evaluation task, we demonstrate that our trained RNN translates surface utterances to grammatical traces with great accuracy. To our knowledge, this is the first usage of seq2seq learning for conversational agents (our game's characters) who explicitly reason over semantic and pragmatic considerations.
The VGLC: The Video Game Level CorpusAdam James Summerville, Sam Snodgrass, Michael Mateas et al.
Levels are a key component of many different video games, and a large body of work has been produced on how to procedurally generate game levels. Recently, Machine Learning techniques have been applied to video game level generation towards the purpose of automatically generating levels that have the properties of the training corpus. Towards that end we have made available a corpora of video game levels in an easy to parse format ideal for different machine learning and other game AI research purposes.
27.1NEMar 2, 2016
Super Mario as a String: Platformer Level Generation Via LSTMsAdam Summerville, Michael Mateas
The procedural generation of video game levels has existed for at least 30 years, but only recently have machine learning approaches been used to generate levels without specifying the rules for generation. A number of these have looked at platformer levels as a sequence of characters and performed generation using Markov chains. In this paper we examine the use of Long Short-Term Memory recurrent neural networks (LSTMs) for the purpose of generating levels trained from a corpus of Super Mario Brothers levels. We analyze a number of different data representations and how the generated levels fit into the space of human authored Super Mario Brothers levels.