用文本生成超级马里奥关卡,自动生成描述标签提升效果
Text-to-Level Diffusion Models With Various Text Encoders for Super Mario Bros
- 用自动标注法为关卡生成描述性标题,构建训练数据
- 轻量级Transformer文本编码器训练更快且效果更优
- 支持设计师拼接关卡,适合游戏开发与创意设计
近期研究展示了扩散模型可无条件生成基于方块的游戏关卡,但文本到关卡的生成仍处于探索阶段。实际应用需解决三方面问题:需要成对的标题-关卡数据、合适的文本嵌入模型,以及生成完整可玩关卡的能力。本文提出自动为现有数据集分配描述性标题的方法,并使用预训练文本编码器与从头训练的简单Transformer模型训练扩散模型。通过自动生成场景标题,比较输入与输出标题的重叠程度。同时评估生成关卡的多样性与可玩性。结果与无条件扩散模型、生成对抗网络,以及Five-Dollar Model和MarioGPT等文本到关卡方法进行对比。值得注意的是,最佳扩散模型采用简单Transformer进行文本编码,训练时间更短,表明无需依赖大型语言模型即可实现良好效果。此外,本文还提供一个图形界面,供设计者将模型生成的关卡片段拼接成长关卡。
原文摘要 · Abstract (English)
Recent research shows how diffusion models can unconditionally generate tile-based game levels, but use of diffusion models for text-to-level generation is underexplored. There are practical considerations for creating a usable model: caption/level pairs are needed, as is a text embedding model, and a way of generating entire playable levels, rather than individual scenes. We present strategies to automatically assign descriptive captions to an existing dataset, and train diffusion models using both pretrained text encoders and simple transformer models trained from scratch. Captions are automatically assigned to generated scenes so that the degree of overlap between input and output captions can be compared. We also assess the diversity and playability of the resulting level scenes. Results are compared with an unconditional diffusion model and a generative adversarial network, as well as the text-to-level approaches Five-Dollar Model and MarioGPT. Notably, the best diffusion model uses a simple transformer model for text embedding, and takes less time to train than diffusion models employing more complex text encoders, indicating that reliance on larger language models is not necessary. We also present a GUI allowing designers to construct long levels from model-generated scenes.
Thank you to arXiv for use of its open access interoperability. PaperDance 不是 arXiv 官方产品;中文卡片由大模型生成,请以原文为准。