Illuminating Diverse Neural Cellular Automata for Level Generation
Abstract
We present a method of generating diverse collections of neural cellular automata (NCA) to design video game levels. While NCAs have so far only been trained via supervised learning, we present a quality diversity (QD) approach to generating a collection of NCA level generators. By framing the problem as a QD problem, our approach can train diverse level generators, whose output levels vary based on aesthetic or functional criteria. To efficiently generate NCAs, we train generators via Covariance Matrix Adaptation MAP-Elites (CMA-ME), a quality diversity algorithm which specializes in continuous search spaces. We apply our new method to generate level generators for several 2D tile-based games: a maze game, Sokoban, and Zelda. Our results show that CMA-ME can generate small NCAs that are diverse yet capable, often satisfying complex solvability criteria for deterministic agents. We compare against a Compositional Pattern-Producing Network (CPPN) baseline trained to produce diverse collections of generators and show that the NCA representation yields a better exploration of level-space.
Keywords
Cite
@article{arxiv.2109.05489,
title = {Illuminating Diverse Neural Cellular Automata for Level Generation},
author = {Sam Earle and Justin Snider and Matthew C. Fontaine and Stefanos Nikolaidis and Julian Togelius},
journal= {arXiv preprint arXiv:2109.05489},
year = {2022}
}
Comments
9 pages, 7 figures