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Addressing the fundamental tension of PCGML with discriminative learning

Published: 26 August 2019 Publication History

Abstract

Procedural content generation via machine learning (PCGML) is typically framed as the task of fitting a generative model to full-scale examples of a desired content distribution. This approach presents a fundamental tension: the more design effort expended to produce detailed training examples for shaping a generator, the lower the return on investment from applying PCGML in the first place. In response, we propose the use of discriminative models, which capture the validity of a design rather the distribution of the content, trained on positive and negative example design fragments. Through a modest modification of WaveFunctionCollapse, a commercially-adopted PCG approach that we characterize as using elementary machine learning, we demonstrate a new mode of control for learning-based generators. We demonstrate how an artist might craft a focused set of additional positive and negative design fragments by critique of the generator's previous outputs. This interaction mode bridges PCGML with mixed-initiative design assistance tools by working with a machine to define a space of valid designs rather than just one new design.

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  • (2024)Mixed-initiative generation of virtual worlds - a comparative study on the cognitive load of WFC and HSWFCProceedings of the 19th International Conference on the Foundations of Digital Games10.1145/3649921.3659852(1-8)Online publication date: 21-May-2024
  • (2024)DreamCraft: Text-Guided Generation of Functional 3D Environments in MinecraftProceedings of the 19th International Conference on the Foundations of Digital Games10.1145/3649921.3649943(1-15)Online publication date: 21-May-2024
  • (2024)Scaling, Control and Generalization in Reinforcement Learning Level Generators2024 IEEE Conference on Games (CoG)10.1109/CoG60054.2024.10645598(1-8)Online publication date: 5-Aug-2024
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cover image ACM Other conferences
FDG '19: Proceedings of the 14th International Conference on the Foundations of Digital Games
August 2019
822 pages
ISBN:9781450372176
DOI:10.1145/3337722
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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Publication History

Published: 26 August 2019

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Author Tags

  1. PGCML
  2. constraint solving
  3. design tools
  4. machine learning
  5. mixed-initiative interface
  6. procedural content generation
  7. procedural content generation machine learning

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FDG '19

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FDG '19 Paper Acceptance Rate 46 of 124 submissions, 37%;
Overall Acceptance Rate 152 of 415 submissions, 37%

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Cited By

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  • (2024)Mixed-initiative generation of virtual worlds - a comparative study on the cognitive load of WFC and HSWFCProceedings of the 19th International Conference on the Foundations of Digital Games10.1145/3649921.3659852(1-8)Online publication date: 21-May-2024
  • (2024)DreamCraft: Text-Guided Generation of Functional 3D Environments in MinecraftProceedings of the 19th International Conference on the Foundations of Digital Games10.1145/3649921.3649943(1-15)Online publication date: 21-May-2024
  • (2024)Scaling, Control and Generalization in Reinforcement Learning Level Generators2024 IEEE Conference on Games (CoG)10.1109/CoG60054.2024.10645598(1-8)Online publication date: 5-Aug-2024
  • (2024)Pixel art character generation as an image-to-image translation problem using GANsGraphical Models10.1016/j.gmod.2024.101213132(101213)Online publication date: Apr-2024
  • (2023)Level Generation Through Large Language ModelsProceedings of the 18th International Conference on the Foundations of Digital Games10.1145/3582437.3587211(1-8)Online publication date: 12-Apr-2023
  • (2023)Re-trainable Procedural Level Generation via Machine Learning (RT-PLGML) as Game MechanicProceedings of the 18th International Conference on the Foundations of Digital Games10.1145/3582437.3587210(1-3)Online publication date: 12-Apr-2023
  • (2023)Hierarchical Semantic Wave Function CollapseProceedings of the 18th International Conference on the Foundations of Digital Games10.1145/3582437.3587209(1-10)Online publication date: 12-Apr-2023
  • (2023)Sturgeon-GRAPH: Constrained Graph Generation from ExamplesProceedings of the 18th International Conference on the Foundations of Digital Games10.1145/3582437.3582465(1-9)Online publication date: 12-Apr-2023
  • (2023)Better Resemblance without Bigger Patterns: Making Context-sensitive Decisions in WFCProceedings of the 18th International Conference on the Foundations of Digital Games10.1145/3582437.3582441(1-11)Online publication date: 12-Apr-2023
  • (2022)On Mixed-Initiative Content Creation for Video GamesIEEE Transactions on Games10.1109/TG.2022.317621514:4(543-557)Online publication date: Dec-2022
  • Show More Cited By

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