arXiv:2504.05334cs.LGcs.AI2025-04被引 1

用约束生成法系统探索游戏关卡创作空间,提升多样性与质量。

Level Generation with Constrained Expressive Range

  • 基于约束的生成器系统遍历创作空间,而非随机采样。
  • 不同瓷砖模式影响探索效率,最优模式可提升40%成功生成率。
  • 适合关注游戏关卡生成、质量多样性研究的开发者与学者。

表达范围分析是一种基于可视化的技术,用于评估生成模型在游戏关卡生成中的表现。它通常使用两个可量化的指标将生成内容定位在二维图上,揭示内容在定义度量空间中的分布情况。本文将生成器的表达范围视为可能创作的潜在空间,并受质量多样性范式启发,在该空间中进行探索以生成关卡。为此,我们采用基于约束的生成器,系统性地遍历并生成关卡。训练过程中,利用不同的瓷砖模式从初始示例关卡中学习。我们分析了不同模式对表达范围探索的影响,具体比较了时间消耗、成功与失败生成样本数量,以及生成关卡的整体趣味性。与传统依赖随机生成并期望覆盖表达范围的方法不同,该方法系统遍历网格,确保更全面的覆盖,从而生成独特且有趣的关卡,同时深化对生成器优劣势的理解。

原文摘要 · Abstract (English)

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.

关卡生成质量多样性约束生成

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