expressive range
Level Generation with Constrained Expressive Range
Expressive range analysis is a visualization-based technique used to evaluate the performance of generative models, particularly in game level generation. It typically employs two quantifiable metrics to position generated artifacts on a 2D plot, offering insight into how content is distributed within a defined metric space. In this work, we use the expressive range of a generator as the conceptual space of possible creations. Inspired by the quality diversity paradigm, we explore this space to generate levels. To do so, we use a constraint-based generator that systematically traverses and generates levels in this space. To train the constraint-based generator we use different tile patterns to learn from the initial example levels. We analyze how different patterns influence the exploration of the expressive range. Specifically, we compare the exploration process based on time, the number of successful and failed sample generations, and the overall interestingness of the generated levels. Unlike typical quality diversity approaches that rely on random generation and hope to get good coverage of the expressive range, this approach systematically traverses the grid ensuring more coverage. This helps create unique and interesting game levels while also improving our understanding of the generator's strengths and limitations.
- Europe > Austria > Vienna (0.14)
- Europe > Austria > Styria > Graz (0.06)
- North America > United States > New York > New York County > New York City (0.05)
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Interactive Constrained MAP-Elites Analysis and Evaluation of the Expressiveness of the Feature Dimensions
Alvarez, Alberto, Dahlskog, Steve, Font, Jose, Togelius, Julian
We propose the Interactive Constrained MAP-Elites, a quality-diversity solution for game content generation, implemented as a new feature of the Evolutionary Dungeon Designer: a mixed-initiative co-creativity tool for designing dungeons. The feature uses the MAP-Elites algorithm, an illumination algorithm that segregates the population among several cells depending on their scores with respect to different behavioral dimensions. Users can flexibly and dynamically alternate between these dimensions anytime, thus guiding the evolutionary process in an intuitive way, and then incorporate suggestions produced by the algorithm in their room designs. At the same time, any modifications performed by the human user will feed back into MAP-Elites, closing a circular workflow of constant mutual inspiration. This paper presents the algorithm followed by an in-depth analysis of its behaviour, with the aims of evaluating the expressive range of all possible dimension combinations in several scenarios, as well as discussing their influence in the fitness landscape and in the overall performance of the mixed-initiative procedural content generation.
- North America > United States > New York > New York County > New York City (0.05)
- Europe > Sweden (0.04)
Cognitively-Grounded Procedural Content Generation
Cardona-Rivera, Rogelio Enrique (North Carolina State University)
Procedural content generators overly focused on numeric variations of content suffer from what we term the Kaleidoscope Effect : because we readily grasp the potential of the generative space, it is not interesting. In this position paper, we argue that the future of procedural content generation will be limited by this effect. We therefore propose a shift toward cognitively-grounded procedural content generators as a promising next step for artificial intelligence in games.
- North America > United States > North Carolina > Wake County > Raleigh (0.05)
- Europe > United Kingdom > England > Oxfordshire > Oxford (0.05)
- Europe > Germany (0.05)
A Hierarchical MdMC Approach to 2D Video Game Map Generation
Snodgrass, Sam (Drexel University) | Ontanon, Santiago (Drexel University)
In this paper we describe a hierarchical method for procedurally generating 2D game maps using multi-dimensional Markov chains (MdMCs). Our method takes a collection of 2D game maps, breaks them into small chunks and performs clustering to find a set of chunks that correspond to high-level structures (high-level tiles) in the training maps. This set of high-level tiles is then used to re-represent the training maps, and to fit two sets of MdMC models: a high-level model captures the distribution of high-level tiles in the map, and a set of low-level models capture the internal structure of each high-level tile. These two sets of models can then be used to hierarchically generate new maps. We test our approach using two classic games, Super Mario Bros. and Loderunner, and compare the results against other existing map generators.
- South America > Chile > Santiago Metropolitan Region > Santiago Province > Santiago (0.04)
- North America > United States > Pennsylvania > Philadelphia County > Philadelphia (0.04)