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As academic interest in procedural content generation (PCG) for games has increased, so has the need for methodologies for comparing and contrasting the output spaces of alternative PCG systems. In this paper we introduce and evaluate a…

人机交互 · 计算机科学 2022-11-01 Oliver Withington , Laurissa Tokarchuk

In this paper, we revisit endless online level generation with the recently proposed experience-driven procedural content generation via reinforcement learning (EDRL) framework. Inspired by an observation that EDRL tends to generate…

人工智能 · 计算机科学 2023-03-27 Ziqi Wang , Tianye Shu , Jialin Liu

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…

Algorithms that generate computer game content require game design knowledge. We present an approach to automatically learn game design knowledge for level design from gameplay videos. We further demonstrate how the acquired design…

人工智能 · 计算机科学 2016-02-26 Matthew Guzdial , Mark Riedl

Behavior trees (BTs) are a popular method for modeling NPC and enemy AI behavior and have been widely used in commercial games. In this work, rather than use BTs to model game playing agents, we use them for modeling game design agents,…

人工智能 · 计算机科学 2021-10-11 Anurag Sarkar , Seth Cooper

Despite the numerous applications and success of deep reinforcement learning in many control tasks, it still suffers from many crucial problems and limitations, including temporal credit assignment with sparse reward, absence of effective…

神经与进化计算 · 计算机科学 2022-09-20 Marzieh Sadat Esmaeeli , Hamed Malek

We present RLSS: a reinforcement learning algorithm for sequential scene generation. This is based on employing the proximal policy optimization (PPO) algorithm for generative problems. In particular, we consider how to effectively reduce…

计算机视觉与模式识别 · 计算机科学 2022-06-07 Azimkhon Ostonov , Peter Wonka , Dominik L. Michels

Video game level generation based on machine learning (ML), in particular, deep generative models, has attracted attention as a technique to automate level generation. However, applications of existing ML-based level generations are mostly…

人工智能 · 计算机科学 2021-04-14 Takumi Tanabe , Kazuto Fukuchi , Jun Sakuma , Youhei Akimoto

Developing robotic agents that can perform well in diverse environments while showing a variety of behaviors is a key challenge in AI and robotics. Traditional reinforcement learning (RL) methods often create agents that specialize in…

机器人学 · 计算机科学 2025-03-25 Octi Zhang , Quanquan Peng , Rosario Scalise , Bryon Boots

Evolution Strategies (ES) have recently been demonstrated to be a viable alternative to reinforcement learning (RL) algorithms on a set of challenging deep RL problems, including Atari games and MuJoCo humanoid locomotion benchmarks. While…

神经与进化计算 · 计算机科学 2018-02-27 Patryk Chrabaszcz , Ilya Loshchilov , Frank Hutter

In this paper we propose a new training loop for deep reinforcement learning agents with an evolutionary generator. Evolutionary procedural content generation has been used in the creation of maps and levels for games before. Our system…

人工智能 · 计算机科学 2019-01-17 Michael Cerny Green , Benjamin Sergent , Pushyami Shandilya , Vibhor Kumar

Procedural Content Generation (PCG) refers to the practice, in videogames and other games, of generating content such as levels, quests, or characters algorithmically. Motivated by the need to make games replayable, as well as to reduce…

人工智能 · 计算机科学 2020-03-18 Sebastian Risi , Julian Togelius

In sequential decision-making environments, the primary approaches for training agents are Reinforcement Learning (RL) and Imitation Learning (IL). Unlike RL, which relies on modeling a reward function, IL leverages expert demonstrations,…

人工智能 · 计算机科学 2024-12-11 Jonas Nüßlein , Maximilian Zorn , Philipp Altmann , Claudia Linnhoff-Popien

Deep Reinforcement Learning (DRL) algorithms have been successfully applied to a range of challenging control tasks. However, these methods typically suffer from three core difficulties: temporal credit assignment with sparse rewards, lack…

机器学习 · 计算机科学 2018-10-30 Shauharda Khadka , Kagan Tumer

Procedural content generation via machine learning (PCGML) is the process of procedurally generating game content using models trained on existing game content. PCGML methods can struggle to capture the true variance present in underlying…

机器学习 · 计算机科学 2021-07-28 Bowei Li , Ruohan Chen , Yuqing Xue , Ricky Wang , Wenwen Li , Matthew Guzdial

Behavioural cloning uses a dataset of demonstrations to learn a behavioural policy. To overcome various learning and policy adaptation problems, we propose to use latent space to index a demonstration dataset, instantly access similar…

人工智能 · 计算机科学 2023-06-16 Federico Malato , Florian Leopold , Ville Hautamaki , Andrew Melnik

We present a simple, sample-efficient algorithm for introducing large but directed learning steps in reinforcement learning (RL), through the use of evolutionary operators. The methodology uses a population of RL agents training with a…

神经与进化计算 · 计算机科学 2023-05-15 Harshad Khadilkar

We present a new video-based performance cloning technique. After training a deep generative network using a reference video capturing the appearance and dynamics of a target actor, we are able to generate videos where this actor reenacts…

计算机视觉与模式识别 · 计算机科学 2018-08-22 Kfir Aberman , Mingyi Shi , Jing Liao , Dani Lischinski , Baoquan Chen , Daniel Cohen-Or

Behavioural cloning, where a computer is taught to perform a task based on demonstrations, has been successfully applied to various video games and robotics tasks, with and without reinforcement learning. This also includes end-to-end…

人工智能 · 计算机科学 2020-05-19 Anssi Kanervisto , Joonas Pussinen , Ville Hautamäki

Evolution Strategies (ES) is a class of powerful black-box optimisation methods that are highly parallelisable and can handle non-differentiable and noisy objectives. However, na\"ive ES becomes prohibitively expensive at scale on GPUs due…