用多目标进化学习提升游戏关卡多样性,兼顾可玩性与多种评价指标。
Expanding Horizons of Level Diversity via Multi-objective Evolutionary Learning
- 将多个关卡多样性指标作为独立目标,构建多目标优化框架。
- 在Super Mario Bros.上实现多维度多样性提升,找到帕累托最优解集。
- 帮助设计者根据需求选择不同权衡的生成模型,适配多样场景。
近年来,多样化游戏关卡生成受到越来越多关注,有助于提升游戏体验的丰富性和吸引力。已有研究提出了多种关卡多样性度量,这些度量天然具有多维特性,彼此间存在冲突、互补或双重关系。然而,现有生成方法往往未能全面评估各维度的多样性。本文旨在通过在训练生成模型时考虑多维多样性,拓展关卡多样性的边界。我们将模型训练建模为多目标学习问题,每个多样性度量作为一个独立目标。此外,提出一种多目标进化学习框架,在训练过程中同时优化多个多样性度量。在常用基准Super Mario Bros.上的案例研究显示,所提框架能有效提升多维度多样性,并识别出一组帕累托最优生成模型,该集合在可玩性与两种代表性多样性度量(内容导向型与玩家中心型)之间提供了多种权衡选择。这一能力使决策者可根据不同场景和玩家/设计者需求,做出更明智的生成器选型决策。
原文摘要 · Abstract (English)
In recent years, the generation of diverse game levels has gained increasing interest, contributing to a richer and more engaging gaming experience. A number of level diversity metrics have been proposed in literature, which are naturally multi-dimensional, leading to conflicted, complementary, or both relationships among these dimensions. However, existing level generation approaches often fail to comprehensively assess diversity across those dimensions. This paper aims to expand horizons of level diversity by considering multi-dimensional diversity when training generative models. We formulate the model training as a multi-objective learning problem, where each diversity metric is treated as a distinct objective. Furthermore, a multi-objective evolutionary learning framework that optimises multiple diversity metrics simultaneously throughout the model training process is proposed. Our case study on the commonly used benchmark Super Mario Bros. demonstrates that our proposed framework can enhance multi-dimensional diversity and identify a Pareto front of generative models, which provides a range of tradeoffs among playability and two representative diversity metrics, including a content-based one and a player-centered one. Such capability enables decision-makers to make informed choices when selecting generators accommodating a variety of scenarios and the diverse needs of players and designers.
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