A mixed-initiative design framework for procedural content generation using reinforcement learning

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Entertainment Computing Pub Date : 2024-07-01 DOI:10.1016/j.entcom.2024.100759
Paulo Vinícius Moreira Dutra, Saulo Moraes Villela, Raul Fonseca Neto
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Abstract

Currently, there are a significant and growing number of games and players. Creating digital games becomes a challenging task, as manual game development is costly and time-consuming. A technique known as procedural content generation (PCG) can potentially reduce both the time and production costs of games. It is feasible to automate the creation process by utilizing artificial intelligence techniques and PCG, assisting game designers in their tasks. PCG is not a novel concept, and there is a diverse range of algorithms aimed at automatically generating content in games. However, a significant number of these techniques do not incorporate artificial intelligence. This paper introduces the PCGRLPuzzle framework used to generate procedural scenarios through reinforcement learning agents trained with the policy proximal optimization algorithm. The process of building scenarios poses a challenging problem due to the existence of an exponential number of possibilities. The framework employs a mixed-initiative design, where humans and computers collaborate to create levels for 2D dungeon crawler games. We apply this framework to generate levels for three different games and analyze the results based on their expressive range, evaluating linearity and lenience. The conducted experiments demonstrate that utilizing reinforcement learning in conjunction with procedural content generation and mixed-initiative enables the generation of highly diverse levels.

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利用强化学习生成程序性内容的混合倡议设计框架
目前,游戏和玩家数量庞大且不断增长。创建数字游戏成为一项具有挑战性的任务,因为手动开发游戏既费钱又费时。一种被称为程序内容生成(PCG)的技术有可能减少游戏的时间和制作成本。利用人工智能技术和 PCG,协助游戏设计者完成任务,实现创作过程自动化是可行的。PCG 并不是一个新颖的概念,目前已有多种旨在自动生成游戏内容的算法。然而,这些技术中有相当一部分没有结合人工智能。本文介绍了 PCGRLPuzzle 框架,该框架通过使用策略近端优化算法训练的强化学习代理生成程序化场景。由于存在指数级数量的可能性,构建场景的过程是一个具有挑战性的问题。该框架采用混合主动设计,由人类和计算机合作创建 2D 地牢爬行游戏的关卡。我们应用该框架为三款不同的游戏生成关卡,并根据关卡的表现力范围、线性度和宽松度进行分析。实验结果表明,将强化学习与程序化内容生成和混合主动性相结合,可以生成高度多样化的关卡。
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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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