Illuminating Mario Scenes in the Latent Space of a Generative Adversarial Network

arxiv(2020)

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摘要
Recent developments in machine learning techniques have allowed automatic generation of video game levels that are stylistically similar to human-designed examples. While the output of machine learning models such as generative adversarial networks (GANs) is notoriously hard to control, the recently proposed latent variable evolution (LVE) technique searches the space of GAN parameters to generate outputs that optimize some objective performance metric, such as level playability. However, the question remains on how to automatically generate a diverse range of high-quality solutions based on a prespecified set of desired characteristics. We introduce a new method called latent space illumination (LSI), which uses state-of-the-art quality diversity algorithms designed to optimize in continuous spaces, i.e., MAP-Elites with a directional variation operator and Covariance Matrix Adaptation MAP-Elites, to effectively search the parameter space of theGAN along a set of multiple level mechanics. We show the performance of LSI algorithms in three experiments in SuperMario Bros., a benchmark domain for procedural content generation. Results suggest that LSI generates sets of Mario levels that are reliably mechanically diverse as well as playable.
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