Multi-Domain Level Generation and Blending with Sketches Via Example

Multi-Domain Level Generation and Blending with Sketches Via Example

MULTI-DOMAIN LEVEL GENERATION AND BLENDING WITH SKETCHES VIA EXAMPLE-DRIVEN BSP AND VARIATIONAL AUTOENCODERS Sam Snodgrass Anurag Sarkar modl.ai Northeastern University Copenhagen, Denmark Boston, MA, USA [email protected] [email protected] June 18, 2020 ABSTRACT Procedural content generation via machine learning (PCGML) has demonstrated its usefulness as a content and game creation approach, and has been shown to be able to support human creativity. An important facet of creativity is combinational creativity or the recombination, adaptation, and reuse of ideas and concepts between and across domains. In this paper, we present a PCGML approach for level generation that is able to recombine, adapt, and reuse structural patterns from several domains to approximate unseen domains. We extend prior work involving example-driven Binary Space Partitioning for recombining and reusing patterns in multiple domains, and incorporate Variational Autoencoders (VAEs) for generating unseen structures. We evaluate our approach by blending across 7 domains and subsets of those domains. We show that our approach is able to blend domains together while retaining structural components. Additionally, by using different groups of training domains our approach is able to generate both 1) levels that reproduce and capture features of a target domain, and 2) levels that have vastly different properties from the input domain. Keywords procedural content generation, level blending, ize across several domains. These methods either try to level generation, binary space partitioning, variational supplement a new domain’s training data with examples autoencoder, PCGML from other domains [25], build multiple models and blend them together [7, 20], or directly build a model trained on multiple domains [21]. Such approaches are pushing 1 Introduction the field towards more generally applicable PCGML tech- niques, and open the door for more creative PCGML [8]. Procedural content generation via machine learning We propose an approach to level blending that falls in the (PCGML) [31] denotes a subgroup of PCG techniques latter category. Our approach blends levels from differ- arXiv:2006.09807v1 [cs.LG] 17 Jun 2020 that learn models of the type of content to be generated ent domains together by finding and leveraging structural and then sample from those models to create new instances similarities between domains. of the content (e.g. learn from a set of example game We build on existing PCGML research by combining two levels and then generate new levels having characteris- methods for generating levels, variational autoencoders tics and properties of the example levels). Common chal- (VAEs) and example–driven binary space partitioning lenges of PCGML approaches are the generalizability of (EDBSP). We leverage these approaches to model and trained models across domains and finding or creating the generate levels at two levels of abstraction: one abstraction training data needed for a given domain. As such, most layer captures the structural information of the levels, and PCGML level generation approaches have only explored the other captures the finer domain–specific details such as a handful of level domains (predominantly, Super Mario object, enemy, and item placements. We test and evaluate Bros. [30, 5, 26], Kid Icarus [26, 25, 20, 21], and The our proposed approach across 7 platforming games, 3 of Legend of Zelda [29]). which have not been used as training or test domains in Recent work has begun exploring ways of addressing the prior PCGML research, to the best of our knowledge. above challenges. Some have explored methods for lever- The main contributions of this paper are: aging existing training data to build models that general- 1. A new PCGML approach for domain blending In blending and generating levels by combining together that combines two previous techniques, VAEs for parts of different domains, our work, like past work re- modeling and generating structural level layouts ferred above [5, 6, 7, 8, 20, 21], also falls under combi- and EDBSP for filling in those generated layouts national creativity [2], the branch of creativity where new by blending details from various domains. ideas and concepts are generated by combining existing ones in novel ways. Such methods can help in produc- 2. A multi-domain evaluation of the proposed ap- ing and exploring new design domains via blending and proach exploring a broader range of domains than combination, as we attempt to do in this work by blending previous work. existing platformer domains to create new ones. The approaches that are most relevant to our proposed work 2 Related Work are Sarkar et al.’s [21] use of VAEs for level generation and blending and Snodgrass’ [24] example-driven BSP approach for generating levels from an input sketch. We Procedural content generation via machine learning present a hybrid model that combines these methods into a (PCGML) [31] describes a family of approaches for PCG single pipeline allowing for the creation of new sketches by that first learn a model of a domain from a set of train- sampling from VAEsto create structural level sketches, and ing examples and then use that learned model to gener- generating fully realized blended levels by using EDBSP ate new content. Much PCGML research has focused on with access to multiple domains to fill in the details of building models of individual domains in order to cre- the sketches. This work extends previous EDBSP work by ate new content within the chosen domain. A variety using multiple domains, allowing for domain blending; and of approaches have been explored in pursuit of this goal by using sketches generated by VAEs, thus highlighting (e.g., LSTMs [30], DBNs [5], Markov Models [26, 4], the versatility of the EDBSP approach. GANs [36], VAEs [35]), and each has shown its ability to generate levels within a chosen domain. However, these techniques are only applicable in the domains in which 3 Methods they are trained, and rely on the existence of training data from the target domain. For this work, among the above approaches, we chose to use VAEs. Prior work has demon- At a high level, our proposed approach is composed of two strated their potential for blending domains [21] by learn- stages. First, we use a variational autoencoder (VAE) to ing continuous, latent models of input domains. Addition- model and generate the abstracted structural patterns from ally, unlike GANs, VAEs also learn the mapping from the a set of training levels in a given domain. Next, we pass input domain to the latent domain which may make it more a generated structural level sketch to an example-driven suitable in a co-creative design context. This is particu- extension to the binary space partitioning algorithm. This larly useful since we hope to develop our approach into a algorithm generates a fully realized level by finding match- mixed-initiative tool in the future. Moreover, VAEs also ing structural patterns in a set of training levels across offer potential for controllability in the form of conditional multiple domains, and using those level sections to fill VAEs. in the details resulting in a blended level. Below we de- scribe how we represent our levels, and each stage of our Recently there has been work exploring PCGML ap- approach in more detail. proaches for blending domains and domain transfer. Guz- dial and Riedl [6] proposed a level blending model that blended different level styles within a single domain. Our 3.1 Level Representations work differs from theirs in that ours aims to blend be- tween multiple domains. Guzdial and Riedl [7] have also We demonstrate our approach using a set of NES platform- proposed a method for blending and combining complete ing games (described in Section 4.1). We represent game games via conceptual expansion on learned graph repre- levels with a tile grid where a cell can take a value from a sentations of games. Our work instead focuses on blending set of tile types corresponding to elements of the domain. levels by finding structural similarities between training Figure 1 (a-b) shows an example of such a representation. domains and an input level sketch. Snodgrass and On- This style of representation is commonly used in PCGML tanón [25] presented a domain transfer approach for sup- approaches [31] and is also used by the Video Game Level plementing one domain with translated levels from another Corpus (VGLC) [32]. Using this tile-based representation, domain by finding mappings between the representations. we represent levels at two layers of abstraction, a Full In our work, we instead define a uniform abstract repre- Resolution layer and a Sketch Resolution layer. The tile sentation across domains which we use for finding struc- types composing the full resolution layer differ between tural similarities. Sarkar and Cooper [20] trained separate domains and correspond to specific structural components, LSTMs on multiple domains, and created blended levels by interactive elements, enemies, and items in that domain. switching between the trained models. While the abstract The sketch resolution layer, however, consists of the same level generation stage of our approach is trained separately three tile types across all domains: on different domains, our full resolution level generation stage which performs the blending need not be retrained. 1. #, representing a solid/impassable element; 2 . - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - . E . G . - - - - - - - - - - - - - - - - - - - - - -

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