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Learning to Speed Up Evolutionary Content Generation in Physics-Based Puzzle Games

机译:在基于物理的益智游戏中学习加速进化内容的产生

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Procedural content generation (PCG) systems are designed to automatically generate content for video games. PCG for physics-based puzzles requires one to simulate the game to ensure feasibility and stability of the objects composing the puzzle. The major drawback of this simulation-based approach is the overall running time of the PCG process, as the simulations can be computationally expensive. This paper introduces a method that uses machine learning to reduce the number of simulations performed by an evolutionary approach while generating levels of Angry Birds, a physics-based puzzle game. Our method uses classifiers to verify the stability and feasibility of the levels considered during search. The fitness function is computed only for levels that are classified as stable and feasible. An approximation of the fitness that does not require simulations is used for levels that are deemed as unstable or unfeasible by the classifiers. Our experiments show that naively approximating the fitness values can lead to poor solutions. We then introduce an approach in which the fitness values are approximated with the average fitness value of the levels' parents added to a penalty value. This approximation scheme allows the search procedure to find good-quality solutions much more quickly than a competing approach-we reduce from 43 to 25 minutes the running time required to generate one level of Angry Birds.
机译:程序内容生成(PCG)系统旨在自动生成视频游戏的内容。用于基于物理的拼图的PCG需要模拟游戏以确保组成拼图的对象的可行性和稳定性。这种基于仿真的方法的主要缺点是PCG流程的总体运行时间,因为仿真的计算量很大。本文介绍了一种方法,该方法使用机器学习来减少通过进化方法执行的模拟数量,同时生成基于物理的益智游戏《愤怒的小鸟》。我们的方法使用分类器来验证搜索过程中所考虑级别的稳定性和可行性。仅对分类为稳定和可行的级别计算适应度函数。对于分类器认为不稳定或不可行的级别,使用不需要模拟的适应度近似值。我们的实验表明,天真地逼近适应度值可能会导致解决方案差。然后,我们引入一种方法,在该方法中,将适应性值近似为水平父级的平均适应性值加上惩罚值。这种近似方案使搜索过程比竞争方法更快地找到高质量的解决方案-我们将生成一级“愤怒的小鸟”所需的运行时间从43分钟减少到25分钟。

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