Deep learning for procedural content generation

被引:84
作者
Liu, Jialin [1 ]
Snodgrass, Sam [2 ]
Khalifa, Ahmed [3 ]
Risi, Sebastian [2 ,4 ]
Yannakakis, Georgios N. [2 ,5 ,6 ]
Togelius, Julian [2 ,3 ]
机构
[1] Southern Univ Sci & Technol, Dept Comp Sci & Engn, Guangdong Prov Key Lab Brain Inspired Intelligent, Shenzhen, Peoples R China
[2] Modlai, Copenhagen, Denmark
[3] NYU, New York, NY 10003 USA
[4] IT Univ Copenhagen, Copenhagen, Denmark
[5] Univ Malta, Inst Digital Games, Msida, Malta
[6] Tech Univ Crete, Khania, Greece
基金
中国国家自然科学基金; 美国国家科学基金会; 国家重点研发计划;
关键词
Procedural content generation; Game design; Deep learning; Machine learning; Computational and artificial intelligence; NEURAL-NETWORKS; AI;
D O I
10.1007/s00521-020-05383-8
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
Procedural content generation in video games has a long history. Existing procedural content generation methods, such as search-based, solver-based, rule-based and grammar-based methods have been applied to various content types such as levels, maps, character models, and textures. A research field centered on content generation in games has existed for more than a decade. More recently, deep learning has powered a remarkable range of inventions in content production, which are applicable to games. While some cutting-edge deep learning methods are applied on their own, others are applied in combination with more traditional methods, or in an interactive setting. This article surveys the various deep learning methods that have been applied to generate game content directly or indirectly, discusses deep learning methods that could be used for content generation purposes but are rarely used today, and envisages some limitations and potential future directions of deep learning for procedural content generation.
引用
收藏
页码:19 / 37
页数:19
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