Guided Game Level Repair via Explainable AI
- URL: http://arxiv.org/abs/2410.23101v2
- Date: Mon, 04 Nov 2024 16:26:34 GMT
- Title: Guided Game Level Repair via Explainable AI
- Authors: Mahsa Bazzaz, Seth Cooper,
- Abstract summary: Procedurally generated levels created by machine learning models can be unsolvable without further editing.
This paper proposes using explainability methods to identify specific regions of a level that contribute to its unsolvability.
Our results, tested across three games, demonstrate that this approach can help to repair procedurally generated levels faster.
- Score: 3.2228025627337864
- License: http://arxiv.org/licenses/nonexclusive-distrib/1.0/
- Abstract: Procedurally generated levels created by machine learning models can be unsolvable without further editing. Various methods have been developed to automatically repair these levels by enforcing hard constraints during the post-processing step. However, as levels increase in size, these constraint-based repairs become increasingly slow. This paper proposes using explainability methods to identify specific regions of a level that contribute to its unsolvability. By assigning higher weights to these regions, constraint-based solvers can prioritize these problematic areas, enabling more efficient repairs. Our results, tested across three games, demonstrate that this approach can help to repair procedurally generated levels faster.
Related papers
- Evolutionary Level Repair [3.877713544082347]
We address the problem of game level repair, which consists of taking a designed but non-functional game level and making it functional.<n>We use a machine learning-based procedural content generation (PCGML) method that generates stylistically appropriate but frequently broken levels.
arXiv Detail & Related papers (2025-06-24T06:41:18Z) - HiPrompt: Tuning-free Higher-Resolution Generation with Hierarchical MLLM Prompts [77.62320553269615]
HiPrompt is a tuning-free solution for higher-resolution image generation.
hierarchical prompts offer both global and local guidance.
generated images maintain coherent local and global semantics, structures, and textures with high definition.
arXiv Detail & Related papers (2024-09-04T17:58:08Z) - Learning Task Decomposition to Assist Humans in Competitive Programming [90.4846613669734]
We introduce a novel objective for learning task decomposition, termed value (AssistV)
We collect a dataset of human repair experiences on different decomposed solutions.
Under 177 hours of human study, our method enables non-experts to solve 33.3% more problems, speeds them up by 3.3x, and empowers them to match unassisted experts.
arXiv Detail & Related papers (2024-06-07T03:27:51Z) - Heterogeneous Continual Learning [88.53038822561197]
We propose a novel framework to tackle the continual learning (CL) problem with changing network architectures.
We build on top of the distillation family of techniques and modify it to a new setting where a weaker model takes the role of a teacher.
We also propose Quick Deep Inversion (QDI) to recover prior task visual features to support knowledge transfer.
arXiv Detail & Related papers (2023-06-14T15:54:42Z) - Combining Evolutionary Search with Behaviour Cloning for Procedurally
Generated Content [2.7412662946127755]
We consider the problem of procedural content generation for video game levels.
Prior approaches have relied on evolutionary search (ES) methods capable of generating diverse levels.
We propose a framework to tackle the procedural content generation problem that combines the best of ES and RL.
arXiv Detail & Related papers (2022-07-29T16:25:52Z) - ArchRepair: Block-Level Architecture-Oriented Repairing for Deep Neural
Networks [13.661704974188872]
We propose a novel repairing direction for deep neural networks (DNNs) at the block level.
We propose adversarial-aware spectrum analysis for vulnerable block localization.
We also propose the architecture-oriented search-based repairing that relaxes the targeted block to a continuous repairing search space.
arXiv Detail & Related papers (2021-11-26T06:35:15Z) - Physical Gradients for Deep Learning [101.36788327318669]
We find that state-of-the-art training techniques are not well-suited to many problems that involve physical processes.
We propose a novel hybrid training approach that combines higher-order optimization methods with machine learning techniques.
arXiv Detail & Related papers (2021-09-30T12:14:31Z) - DC3: A learning method for optimization with hard constraints [85.12291213315905]
We present Deep Constraint Completion and Correction (DC3), an algorithm to address this challenge.
DC3 implicitly completes partial solutions to satisfy equality constraints and unrolls-based corrections to satisfy inequality constraints.
We demonstrate the effectiveness of DC3 in both synthetic optimization tasks and the real-world setting of AC optimal power flow.
arXiv Detail & Related papers (2021-04-25T18:21:59Z) - CoreDiag: Eliminating Redundancy in Constraint Sets [68.8204255655161]
We present a new algorithm which can be exploited for the determination of minimal cores (minimal non-redundant constraint sets)
The algorithm is especially useful for distributed knowledge engineering scenarios where the degree of redundancy can become high.
In order to show the applicability of our approach, we present an empirical study conducted with commercial configuration knowledge bases.
arXiv Detail & Related papers (2021-02-24T09:16:10Z) - Video Game Level Repair via Mixed Integer Linear Programming [20.815591392882716]
The proposed framework constructs levels using a generative adversarial network (GAN) trained with human-authored examples and repairs them using a mixed-integer linear program (MIP) with playability constraints.
Results show that the proposed framework generates a diverse range of playable levels, that capture the spatial relationships between objects exhibited in the human-authored levels.
arXiv Detail & Related papers (2020-10-13T18:37:58Z) - A Novel CNet-assisted Evolutionary Level Repairer and Its Applications
to Super Mario Bros [11.366146167882007]
We propose a novel approach, CNet, to learn the probability of tiles giving its surrounding tiles on a set of real levels, and then detect the illegal tiles in generated new levels.
Our CNet-assisted evolutionary repairer can also be easily applied to other games of which the levels can be represented by a matrix of objects or tiles.
arXiv Detail & Related papers (2020-05-13T04:27:18Z) - PCGRL: Procedural Content Generation via Reinforcement Learning [6.32656340734423]
We investigate how reinforcement learning can be used to train level-designing agents in games.
By seeing the design problem as a sequential task, we can use reinforcement learning to learn how to take the next action.
This approach can be used when few or no examples exist to train from, and the trained generator is very fast.
arXiv Detail & Related papers (2020-01-24T22:09:08Z)
This list is automatically generated from the titles and abstracts of the papers in this site.
This site does not guarantee the quality of this site (including all information) and is not responsible for any consequences.