English

Capturing Local and Global Patterns in Procedural Content Generation via Machine Learning

Artificial Intelligence 2020-05-27 v1 Machine Learning

Abstract

Recent procedural content generation via machine learning (PCGML) methods allow learning from existing content to produce similar content automatically. While these approaches are able to generate content for different games (e.g. Super Mario Bros., DOOM, Zelda, and Kid Icarus), it is an open questions how well these approaches can capture large-scale visual patterns such as symmetry. In this paper, we propose match-three games as a domain to test PCGML algorithms regarding their ability to generate suitable patterns. We demonstrate that popular algorithm such as Generative Adversarial Networks struggle in this domain and propose adaptations to improve their performance. In particular we augment the neighborhood of a Markov Random Fields approach to not only take local but also symmetric positional information into account. We conduct several empirical tests including a user study that show the improvements achieved by the proposed modifications, and obtain promising results.

Keywords

Cite

@article{arxiv.2005.12579,
  title  = {Capturing Local and Global Patterns in Procedural Content Generation via Machine Learning},
  author = {Vanessa Volz and Niels Justesen and Sam Snodgrass and Sahar Asadi and Sami Purmonen and Christoffer Holmgård and Julian Togelius and Sebastian Risi},
  journal= {arXiv preprint arXiv:2005.12579},
  year   = {2020}
}

Comments

IEEE Conference on Games 2020

R2 v1 2026-06-23T15:48:48.980Z