Summerville, Adam
Procedural Content Generation via Knowledge Transformation (PCG-KT)
Sarkar, Anurag, Guzdial, Matthew, Snodgrass, Sam, Summerville, Adam, Machado, Tiago, Smith, Gillian
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.
Exploring Level Blending across Platformers via Paths and Affordances
Sarkar, Anurag, Summerville, Adam, Snodgrass, Sam, Bentley, Gerard, Osborn, Joseph
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.
Expanding Expressive Range: Evaluation Methodologies for Procedural Content Generation
Summerville, Adam ( California State Polytechnic University, Pomona )
Procedural Content Generation (PCG) has been a part of video games for the majority of their existence and have been an area of active research over the past decade. How- ever, despite the interest in PCG there is no commonly ac- cepted methodology for assessing and analyzing a generator. Furthermore, the recent trend towards machine learned PCG techniques commonly state the goal of learning the design within the original content, but there has been little assess- ment of whether these techniques actually achieve this goal. This paper presents a number of techniques for the assess- ment and analysis of PCG systems, allowing practitioners and researchers better insight into the strengths and weaknesses of these systems, allowing for better comparison of systems, and reducing the reliance on ad-hoc, cherry-picking-prone tech- niques.
Towards Inductive Logic Programming for Game Analysis: Leda
Summerville, Adam (University of California, Santa Cruz)
Game generation and analysis has commonly relied on hand authored rules and heuristics. This authoring task comes with a high authorial burden, both in the amount of rules and heuristics that need to be authored for decent coverage and in the complexity of authoring these rules. In this paper I present early work on \textit{Leda} and inductive logic programming system designed to learn these rules, so as to support further generation and analysis. I present Leda, describe its process, and finally show a sample set of the rules that it learns.
Towards General RPG Playing
Osborn, Joseph C. (University of California, Santa Cruz) | Samuel, Ben (University of New Orleans) | Summerville, Adam (University of California, Santa Cruz) | Mateas, Michael (University of California, Santa Cruz)
General videogame playing has come a long way in a short period of time, but remains at the level of solving relatively short games made up of distinct and isolated episodes. Even simple console role-playing games (RPGs) are far beyond the reach of current techniques, requiring the synthesis of cultural knowledge with compositional reasoning over several interconnected sub-games. We explore how the challenges of playing these games could spark new advances in compositional analysis of games and common-sense reasoning. General RPG playing can leverage advances in episodic general game playing and in areas like text understanding, image classification, and automated game design learning. It has direct applications in design support and AI-based game design, and the techniques used to enable it could generalize to other families of games such as adventure, open-world, and simulation games. In this paper, we describe the motivation behind general RPG playing in a sub-domain of Nintendo Entertainment System (NES) RPGs, some promising approaches to some of its fundamental issues, and immediate next steps; we conclude by describing a few concrete benchmark problems on the path towards automated play of these complex games.
Studying the Effects of Training Data on Machine Learning-Based Procedural Content Generation
Snodgrass, Sam (Drexel University) | Summerville, Adam (University of California, Santa Cruz) | Ontanon, Santiago (Drexel University)
The exploration of Procedural Content Generation via Machine Learning (PCGML) has been growing in recent years. However, while the number of PCGML techniques and methods for evaluating PCG techniques have been increasing, little work has been done in determining how the quality and quantity of the training data provided to these techniques effects the models or the output. Therefore, little is known about how much training data would actually be needed to deploy certain PCGML techniques in practice. In this paper we explore this question by studying the quality and diversity of the output of two well-known PCGML techniques (multi-dimensional Markov chains and Long Short-term Memory Recurrent Neural Networks) in generating Super Mario Bros. levels while varying the amount and quality of the training data.
Procedural Content Generation via Machine Learning (PCGML)
Summerville, Adam, Snodgrass, Sam, Guzdial, Matthew, Holmgård, Christoffer, Hoover, Amy K., Isaksen, Aaron, Nealen, Andy, Togelius, Julian
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.
What Does That ?-Block Do? Learning Latent Causal Affordances From Mario Play Traces
Summerville, Adam (University of California, Santa Cruz) | Behrooz, Morteza (University of California, Santa Cruz) | Mateas, Michael (University of California, Santa Cruz) | Jhala, Arnav (North Carolina State University)
Procedural content generation (PCG) for videogames relies on a commitment to the semantics of the game. Concepts such as enemies or solidity are required for the creation of levels for platformer games. As humans, we can instantly identify the underlying semantics of a game from brief snippets of game play video or from playing the game. Previous PCG systems have needed humans to identify the semantic properties of objects in the game, either implicitly or explicitly. We propose a system that can automatically learn the semantic properties of game objects by observation of events in the game via a causal learning framework. We apply this learning approach to play traces from the Super Mario Bros. series.
Learning Player Tailored Content From Observation: Platformer Level Generation from Video Traces using LSTMs
Summerville, Adam (University of California, Santa Cruz) | Guzdial, Matthew (Georgia Institute of Technology) | Mateas, Michael (University of California, Santa Cruz) | Riedl, Mark O. (Georgia Institute of Technology )
A touted use of Procedural Content Generation is generating content tailored to specific players. Previous work has relied on human identification of player profile features which are then mapped to level generator features. We present a machine-learned technique to train generators on Super Mario Bros. videos, generating levels based on latent play styles learned from the video. We evaluate the generators in comparison to the original levels and a machine-learned generator trained using simulated players.
Proceduralist Readings, Procedurally
Martens, Chris (North Carolina State University) | Summerville, Adam (University of California, Santa Cruz) | Mateas, Michael (University of California, Santa Cruz) | Osborn, Joseph (University of California, Santa Cruz) | Harmon, Sarah (University of California, Santa Cruz) | Wardrip-Fruin, Noah (University of California, Santa Cruz) | Jhala, Arnav (University of California, Santa Cruz)
While generative approaches to game design offer great promise, systems can only reliably generate what they can “understand,” often limited to what can be handencoded by system authors. Proceduralist readings, a way of deriving meaning for games based on their underlying processes and interactions in conjunction with aesthetic and cultural cues, offer a novel, systematic approach to game understanding. We formalize proceduralist argumentation as a logic program that performs static reasoning over game specifications to derive higher-level meanings (e.g., deriving dynamics from mechanics), opening the door to broader and more culturally-situated game generation.