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Co-Creative Level Design via Machine Learning (1809.09420v1)

Published 25 Sep 2018 in cs.AI and cs.LG

Abstract: Procedural Level Generation via Machine Learning (PLGML), the study of generating game levels with machine learning, has received a large amount of recent academic attention. For certain measures these approaches have shown success at replicating the quality of existing game levels. However, it is unclear the extent to which they might benefit human designers. In this paper we present a framework for co-creative level design with a PLGML agent. In support of this framework we present results from a user study and results from a comparative study of PLGML approaches.

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Authors (3)
  1. Matthew Guzdial (56 papers)
  2. Nicholas Liao (4 papers)
  3. Mark Riedl (51 papers)
Citations (63)

Summary

Co-Creative Level Design via Machine Learning: An Insightful Overview

The paper authored by Matthew Guzdial, Nicholas Liao, and Mark Riedl introduces a novel approach to Procedural Content Generation via Machine Learning (PCGML) focusing on co-creative level design. Their research emerges as a response to the limitations of existing PCGML systems, which, despite replicating the quality of existing game levels, fall short in assisting human designers in a co-creative manner.

The essence of the research lies in formulating a framework for co-creative level design with PCGML, wherein both human and AI collaborate to create game levels. The paper argues against the naive application of PCGML as a cost-cutting tool for new game content generation due to its limitations, such as the inability to guarantee designer-specific output and the requisite large corpus of existing game content.

The paper is structured around two main objectives: demonstrating the insufficiency of existing methods for co-creative level design and advocating the necessity for training PLGML agents on co-creative examples or approximations. This is substantiated through a user paper and comparative analysis involving adaptations of PLGML methods like Markov Chains, Bayes Nets, and Long Short-Term Memory (LSTM) networks to co-creative setups.

Methodological Insights

The methodology leverages a user-centric evaluation involving a level design task with Super Mario Bros. as the domain. The researchers adapted conventional PLGML strategies to function as co-creative agents, interacting with human participants in a level editor. Participants created levels in collaboration with AI partners using a turn-based system wherein AI proposed modifications following human inputs.

Three distinct AI level design partners based on Markov Chains, Bayes Nets, and LSTM were evaluated. Each approach represented varying degrees of local and global reasoning capabilities, with modifications suited for iterative level design processes. The paper identified that none of these adapted systems significantly outperformed the others in facilitating a universally satisfactory co-creative design experience, reinforcing the argument for developing dedicated co-creative approaches.

Key Findings and Theoretical Implications

The findings reveal that individual preferences and variations in human-level design habits necessitate a more adaptive AI system. Notably, the LSTM agent, despite its sophisticated global reasoning, was deemed less effective due to brittleness when encountering unfamiliar input scenarios. The Markov Chain, with its hyper-local decision-making process, and the Bayes Net, with moderate flexibility, showcased varying levels of user preference—highlighting the inadequacy of straight adaptations from autonomous PLGML methods.

The culmination of user paper results and further computational experiments led to the proposal of a CNN-based co-creative architecture. This architecture leverages reinforcement learning to adapt to human preferences, potentially offering a foundation for future developments in co-creative AI frameworks.

Practical Applications and Future Directions

The implications of this research extend into both the practice and theory of game design, emphasizing a paradigm shift towards collaborative AI systems that support human creativity rather than replace it. Practically, this could transform level design workflows by enabling iterative and adaptive content generation processes, enhancing both creativity and efficiency.

Moving forward, the authors recognize the necessity for further empirical validation beyond simulated environments. They also highlight the challenges in developing scalable and generalizable co-creative systems that can adapt to diverse game genres and design contexts. Future research may explore methodologies for more efficient co-creative data collection, such as transfer learning and explainable AI, to better support AI-human collaboration in creative domains.

Conclusion

In summary, this paper offers compelling insights into the intricacies and potential of co-creative level design via machine learning. By identifying the inadequacies of current PCGML methods and proposing innovative approaches for co-creative exploration, it sets a promising trajectory for future research in game design and artificial intelligence. The evidence presented underscores the need for AI systems that are not only technically proficient but also contextually aware and adaptable to human creativity and preferences.

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