2,745 research outputs found

    Learning the Designer's Preferences to Drive Evolution

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    This paper presents the Designer Preference Model, a data-driven solution that pursues to learn from user generated data in a Quality-Diversity Mixed-Initiative Co-Creativity (QD MI-CC) tool, with the aims of modelling the user's design style to better assess the tool's procedurally generated content with respect to that user's preferences. Through this approach, we aim for increasing the user's agency over the generated content in a way that neither stalls the user-tool reciprocal stimuli loop nor fatigues the user with periodical suggestion handpicking. We describe the details of this novel solution, as well as its implementation in the MI-CC tool the Evolutionary Dungeon Designer. We present and discuss our findings out of the initial tests carried out, spotting the open challenges for this combined line of research that integrates MI-CC with Procedural Content Generation through Machine Learning.Comment: 16 pages, Accepted and to appear in proceedings of the 23rd European Conference on the Applications of Evolutionary and bio-inspired Computation, EvoApplications 202

    Multi-agent evolutionary systems for the generation of complex virtual worlds

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    Modern films, games and virtual reality applications are dependent on convincing computer graphics. Highly complex models are a requirement for the successful delivery of many scenes and environments. While workflows such as rendering, compositing and animation have been streamlined to accommodate increasing demands, modelling complex models is still a laborious task. This paper introduces the computational benefits of an Interactive Genetic Algorithm (IGA) to computer graphics modelling while compensating the effects of user fatigue, a common issue with Interactive Evolutionary Computation. An intelligent agent is used in conjunction with an IGA that offers the potential to reduce the effects of user fatigue by learning from the choices made by the human designer and directing the search accordingly. This workflow accelerates the layout and distribution of basic elements to form complex models. It captures the designer's intent through interaction, and encourages playful discovery

    Searching for good and diverse game levels

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    Abstract: In procedural content generation, one is often interested in generating a large number of artifacts that are not only of high quality but also diverse, in terms of gameplay, visual impression or some other criterion. We investigate several search-based approaches to creating good and diverse game content, in particular approaches based on evolution strategies with or without diversity preservation mechanisms, novelty search and random search. The content domain is game levels, more precisely map sketches for strategy games, which are meant to be used as suggestions in the Sentient Sketchbook design tool. Several diversity metrics are possible for this type of content: we investigate tile-based, objective-based and visual impression distance. We find that evolution with diversity preservation mechanisms can produce both good and diverse content, but only when using appropriate distance measures. Reversely, we can draw conclusions about the suitability of these distance measures for the domain from the comparison of diversity preserving versus blind restart evolutionary algorithms.peer-reviewe

    Enhancements to constrained novelty search : two-population novelty search for generating game content

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    Novelty search is a recent algorithm geared to explore search spaces without regard to objectives; minimal criteria novelty search is a variant of this algorithm for constrained search spaces. For large search spaces with multiple constraints, however, it is hard to find a set of feasible individuals that is both large and diverse. In this paper, we present two new methods of novelty search for constrained spaces, Feasible-Infeasible Novelty Search and Feasible-Infeasible Dual Novelty Search. Both algorithms keep separate populations of feasible and infeasible individuals, inspired by the FI-2pop genetic algorithm. These algorithms are applied to the problem of creating diverse and feasible game levels, representative of a large class of important problems in procedural content generation for games. Results show that the new algorithms under certain conditions can produce larger and more diverse sets of feasible strategy game maps than existing algorithms. However, the best algorithm is contingent on the particularities of the search space and the genetic operators used. It is also shown that the proposed enhancement of offspring boosting increases performance in all cases.The research is supported, in part, by the FP7 ICT project SIREN (project no: 258453) and by the FP7 ICT project C2Learn (project no: 318480).peer-reviewe

    Deep learning for procedural content generation

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    Summarization: Procedural content generation in video games has a long history. Existing procedural content generation methods, such as search-based, solver-based, rule-based and grammar-based methods have been applied to various content types such as levels, maps, character models, and textures. A research field centered on content generation in games has existed for more than a decade. More recently, deep learning has powered a remarkable range of inventions in content production, which are applicable to games. While some cutting-edge deep learning methods are applied on their own, others are applied in combination with more traditional methods, or in an interactive setting. This article surveys the various deep learning methods that have been applied to generate game content directly or indirectly, discusses deep learning methods that could be used for content generation purposes but are rarely used today, and envisages some limitations and potential future directions of deep learning for procedural content generation.Presented on: Neural Computing and Application

    Co-generation of game levels and game-playing agents

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    Open-endedness, primarily studied in the context of artificial life, is the ability of systems to generate potentially unbounded ontologies of increasing novelty and complexity. Engineering generative systems displaying at least some degree of this ability is a goal with clear applications to procedural content generation in games. The Paired Open-Ended Trailblazer (POET) algorithm, heretofore explored only in a biped walking domain, is a coevolutionary system that simultaneously generates environments and agents that can solve them. This paper introduces a POET-Inspired Neuroevolutionary System for KreativitY (PINSKY) in games, which co-generates levels for multiple video games and agents that play them. This system leverages the General Video Game Artificial Intelligence (GVGAI) framework to enable co-generation of levels and agents for the 2D Atari-style games Zelda and Solar Fox. Results demonstrate the ability of PINSKY to generate curricula of game levels, opening up a promising new avenue for research at the intersection of procedural content generation and artificial life. At the same time, results in these challenging game domains highlight the limitations of the current algorithm and opportunities for improvement.Comment: 7 pages, 5 figures, AIIDE 202

    Constrained novelty search : a study on game content generation

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    Novelty search is a recent algorithm geared toward exploring search spaces without regard to objectives. When the presence of constraints divides a search space into feasible space and infeasible space, interesting implications arise regarding how novelty search explores such spaces. This paper elaborates on the problem of constrained novelty search and proposes two novelty search algorithms which search within both the feasible and the infeasible space. Inspired by the FI-2pop genetic algorithm, both algorithms maintain and evolve two separate populations, one with feasible and one with infeasible individuals, while each population can use its own selection method. The proposed algorithms are applied to the problem of generating diverse but playable game levels, which is representative of the larger problem of procedural game content generation. Results show that the two-population constrained novelty search methods can create, under certain conditions, larger and more diverse sets of feasible game levels than current methods of novelty search, whether constrained or unconstrained. However, the best algorithm is contingent on the particularities of the search space and the genetic operators used. Additionally, the proposed enhancement of offspring boosting is shown to enhance performance in all cases of two-population novelty search.peer-reviewe

    Managing Diversity and Many Objectives in Evolutionary Design

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    This thesis proposes a new approach to evolving a diversity of high-quality solutions for problems having many objectives. Mouret and Clune's MAP-Elites algorithm has been proposed as a way to evolve an assortment of diverse solutions to a problem. We extend MAP-Elites in a number of ways. Firstly, we introduce a many-objective strategy called sum-of-ranks, which enables problems with many objectives (4 and more) to be considered in the MAP. Secondly, we enhance MAP-Elites by extending it with multiple solutions per "grid" cell (the original MAP-Elites saves only a single solution per cell). A few different ways of selecting cell members for reproduction are also considered. We test the new MAP-Elites strategies on the evolutionary art application of image generation. Using procedural textures, genetic programming is used with upwards of 15 lightweight image features to guide fitness. The goal is to evolve images that share image features with a given target image. Our experiments show that the new MAP-Elites algorithms produce a large number of diverse solutions of varying quality. The extended MAP-Elites algorithm is also statistically competitive compared to vanilla GP in this application domain

    Distributed MAP-Elites and its Application in Evolutionary Design

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    Quality-Diversity search is the process of finding diverse solutions within the search space which do not sacrifice performance. MAP-Elites is a quality-diversity algorithm which measures n phenotypes/behaviours of a solution and places it into an nn-dimensional hypercube based off its phenotype values. This thesis proposes an approach to addressing MAP-Elites' problem of exponential growth of hypercubes. The exponential growth of evaluation and computational time as the phenotypes/behaviours grow is potentially worse for optimization performance. The exponential growth in individuals results in the user being given too many candidate solutions at the end of processing. Therefore, MAP-Elites highlights diversity, but with the exponential growth, the said diversity is arguably impractical. This research proposes an enhancement to MAP-Elites with Distributed island-model evolution. This will introduce a linear growth in population as well as a reasonable number of candidate solutions to consider. Each island consists of a two dimensional MAP which allows for a realistic analysis and visualization of these individuals. Since the system increases on a linear scale, and MAP-Elites on an exponential scale, high-dimensional problems will show an even greater decrease in total candidate solution counts, which aids in the realistic analysis of a run. This system will then be tested on procedural texture generation with multiple computer vision fitness functions. This Distributed MAP-Elites algorithm was tested against vanilla GP, island-model evolution, and traditional MAP-Elites on multiple fitness functions and target images. The proposed algorithm was found, at the very minimum, to be competitive in fitness to the other algorithms and in some cases outperformed them. On top of this performance, when visually observing the best solutions, the algorithm was found to have been able to produce visually interesting textures
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