
Mech-Elites: Illuminating the Mechanic Space of GVGAI
This paper introduces a fully automatic method of mechanic illumination for general video game level generation. Using the Constrained MAP-Elites algorithm and the GVG-AI framework, this system generates the simplest tile based levels that contain specific sets of game mechanics and also satisfy playability constraints. We apply this method to illuminate mechanic space for $4$ different games in GVG-AI: Zelda, Solarfox, Plants, and RealPortals.
arXiv.orgComparing multimodal optimization and illumination | Proceedings of the Genetic and Evolutionary Computation Conference Companion
ACM Conferences
Discovering representations for black-box optimization | Proceedings of the 2020 Genetic and Evolutionary Computation Conference
ACM ConferencesRapid phenotypic landscape exploration through hierarchical spatial partitioning
(2016) : Smith, Davy and Tokarchuk, Laurissa and Wiggins, Geraint
DOI:
https://doi.org/10.1007/978-3-319-45823-6_85#MAP_Elites #SHINE #algorithm_design #neuro_evolution#my_bibtexPlayMapper: Illuminating Design Spaces of Platform Games
(2019) : V. R. Warriar and C. Ugarte and J. R. Woodward and L. Tokarchuk
DOI:
https://doi.org/10.1109/CIG.2019.8848118#MAP_Elites #illumination_algorithm #level_generation #mario #playmapper #
#my_bibtex
PlayMapper: Illuminating Design Spaces of Platform Games
In this paper, we present PlayMapper, a novel variant of the MAP-Elites algorithm that has been adapted to map the level design space of the Super Mario Bros game. Our approach uses player and level based features to create a map of playable levels. We conduct an experiment to compare the effect of different sets of input features on the range of levels generated using this technique. In this work, we show that existing search-based techniques for PCG can be improved to allow for more control and creative freedom for designers. Current limitations of the system and directions for future work are also discussed.
Innovation engines: Automated creativity and improved stochastic optimization via deep learning
(2015) : Nguyen, Anh Mai and Yosinski, Jason and Clune, Jeff
DOI:
https://doi.org/10.1145/2739480.2754703#MAP_Elites #deep_learning #innovation #stochast#my_bibtex
Innovation Engines | Proceedings of the 2015 Annual Conference on Genetic and Evolutionary Computation
ACM ConferencesDynamic mutation in MAP-Elites for robotic repertoire generation
(2018) : Nordmoen, Jorgen and Samuelsen, Eivind and Ellefsen, Kai Olav and Glette, Kyrre
DOI:
https://doi.org/10.1162/isal_a_00110#MAP_Elites #evolutionary_algorithms #quality_diversit#my_bibtexInteractive Constrained Map-Elites Analysis and Evaluation of the Expressiveness of the Feature Dimensions
(2020) : Alvarez, Alberto and Dahlskog, Steve and Font, Jose and Togelius, Julian
url:
https://arxiv.org/abs/2003.03377#MAP_Elites #computatio#my_bibtexInteractive Constrained MAP-Elites: Analysis and Evaluation of the Expressiveness of the Feature Dimensions
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.
arXiv.orgFinding Game Levels With the Right Difficulty in a Few Trials Through Intelligent Trial-And-Error
(2020) : Gonz{\'a}lez-Duque, Miguel and Palm, Rasmus Berg and Ha, David and Risi, Sebastian
url:
https://arxiv.org/abs/2005.07677#MAP_Elites #difficult#my_bibtexFinding Game Levels with the Right Difficulty in a Few Trials through Intelligent Trial-and-Error
Methods for dynamic difficulty adjustment allow games to be tailored to
particular players to maximize their engagement. However, current methods often
only modify a limited set of game features such as the difficulty of the
opponents, or the availability of resources. Other approaches, such as
experience-driven Procedural Content Generation (PCG), can generate complete
levels with desired properties such as levels that are neither too hard nor too
easy, but require many iterations. This paper presents a method that can
generate and search for complete levels with a specific target difficulty in
only a few trials. This advance is enabled by through an Intelligent
Trial-and-Error algorithm, originally developed to allow robots to adapt
quickly. Our algorithm first creates a large variety of different levels that
vary across predefined dimensions such as leniency or map coverage. The
performance of an AI playing agent on these maps gives a proxy for how
difficult the level would be for another AI agent (e.g. one that employs Monte
Carlo Tree Search instead of Greedy Tree Search); using this information, a
Bayesian Optimization procedure is deployed, updating the difficulty of the
prior map to reflect the ability of the agent. The approach can reliably find
levels with a specific target difficulty for a variety of planning agents in
only a few trials, while maintaining an understanding of their skill landscape.
arXiv.orgOptimisation and Illumination of a Real-World Workforce Scheduling and Routing Application (WSRP) via Map-Elites
(2018) : Urquhart, Neil and Hart, Emma
DOI:
https://doi.org/10.1007/978-3-319-99253-2_39#MAP_Elites #multi_objective #quality_diversity #my_bibtex