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Applying Hindsight Experience Replay to Procedural Level Generation

机译:应用后敏感经验重播到程序级生成

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Designing a video game level requires a precise balance in difficulty adjustment as a level that is too simple will cause players to lose interest quickly. On the other hand, making a level too complicated will frustrate the players, making them abandon the game. We propose a new method to make a level generator that can learn how to design a game level by itself. Our proposed method can be used for different games with only minimal adjustments. We improve the previously proposed method by making our generator able to design a level that satisfies every user's criterion. We do this by combining Procedural Content Generation via Reinforcement Learning with the Hindsight Experience Replay method. We use our model to generate levels from 4 different games and compare the success rate with a random agent. Our model achieves more than 90% success rate for almost every scenario and performs much better when compared to a random agent.
机译:设计视频游戏级别需要精确的平衡,难以调整为一个太简单的水平,将促使玩家快速失去兴趣。 另一方面,使水平过于复杂,将使玩家挫败,使他们放弃游戏。 我们提出了一种新的方法来制作一个级别的生成器,可以学习如何自身设计游戏级别。 我们所提出的方法可用于不同的游戏,只有最小的调整。 我们通过使我们的发电机能够设计满足每个用户标准的级别来改进先前提出的方法。 我们通过使用强化学习与后敏感体验重播方法相结合的程序内容生成来这样做。 我们使用我们的模型从4个不同的游戏生成级别,并将成功率与随机代理进行比较。 我们的车型几乎每种情况都能实现超过90%的成功率,并且与随机代理相比,几乎每种情况都能更好地执行。

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