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Procedural content generation via machine learning : an overview / Matthew Guzdial, Sam Snodgrass, Adam J. Summerville.
- Format:
- Book
- Author/Creator:
- Guzdial, Matthew, author.
- Snodgrass, Sam, author.
- Summerville, Adam J., author.
- Series:
- Synthesis Lectures on Games and Computational Intelligence
- Language:
- English
- Subjects (All):
- Machine learning.
- Physical Description:
- 1 online resource (246 pages)
- Edition:
- 1st ed.
- Place of Publication:
- Cham, Switzerland : Springer, [2022]
- Summary:
- This book surveys current and future approaches to generating video game content with machine learning or Procedural Content Generation via Machine Learning (PCGML). Machine learning is having a major impact on many industries, including the video game industry. PCGML addresses the use of computers to generate new types of content for video.
- Contents:
- Intro
- Preface
- Acknowledgments
- Contents
- About the Authors
- 1 Introduction
- [DELETE]
- 1.1 Procedural Content Generation
- 1.2 Machine Learning
- 1.3 History of PCGML
- 1.4 Who is this Book For?
- 1.5 Who is this Book Not For?
- 1.6 Book Outline
- 2 Classical PCG
- 2.1 What is Content?
- 2.2 Constructive Approaches
- 2.2.1 Noise
- 2.2.2 Rules
- 2.2.3 Grammars
- 2.3 Constraint-Based Approaches
- 2.4 Search-Based Approaches
- 2.4.1 Evolutionary PCG
- 2.4.2 Quality-Diversity PCG
- 2.5 Takeaways
- 3 An Introduction of ML Through PCG
- 3.1 Data and Hypothesis Space
- 3.2 Loss Criterion
- 3.3 Underfitting and Overfitting/Variance and Bias
- 3.4 Takeaways
- 4 PCGML Process Overview
- 4.1 Produce or Acquire Training Data
- 4.1.1 Existing Training Data
- 4.1.2 Producing Training Data
- 4.2 Train the Model
- 4.2.1 Output Size
- 4.2.2 Representation Complexity
- 4.2.3 Train, Validation, and Test Splits
- 4.3 Generate Content
- 4.3.1 Exploration vs. Exploitation in Generation
- 4.3.2 Postprocessing
- 4.4 Evaluate the Output
- 4.5 Takeaways
- 5 Constraint-Based PCGML Approaches
- 5.1 Learning Platformer Level Constraints
- 5.2 Learning Quest Constraints
- 5.3 WaveFunctionCollapse
- 5.3.1 Extract
- 5.3.2 Observe
- 5.3.3 Propagate
- 5.3.4 Extending WaveFunctionCollapse
- 5.4 Takeaways
- 6 Probabilistic PCGML Approaches
- 6.1 What are Probabilities?
- 6.1.1 Learning Platformer Level Probabilities
- 6.2 What are Conditional Probabilities?
- 6.2.1 Learning Platformer Level Conditional Probabilities
- 6.3 Markov Models
- 6.3.1 Markov Chains
- 6.3.2 Multi-dimensional Markov Chains
- 6.3.3 Markov Random Fields
- 6.3.4 Other Markov Models
- 6.4 Bayesian Networks
- 6.5 Latent Variables
- 6.5.1 Clustering
- 6.6 Takeaways.
- 7 Neural Networks-Introduction
- 7.1 Stochastic Gradient Descent
- 7.2 Activation Functions
- 7.3 Artificial Neural Networks
- 7.4 Case Study: NN 2D Markov Chain
- 7.5 Case Study: NN 1D Regression Markov Chain
- 7.6 Case Study: NN 2D AutoEncoder
- 7.7 Takeaways
- 8 Sequence-Based DNN PCGML
- 8.1 Recurrent Neural Networks
- 8.2 Gated Recurrent Unit and Long Short-Term Memory RNNs
- 8.2.1 Long Short-Term Memory RNNs
- 8.3 Sequence-Based Case Study-Card Generation
- 8.4 Sequence-to-Sequence Recurrent Neural Networks
- 8.5 Transformer Models
- 8.5.1 Case Study-Sequence to Sequence Transformer for Card Generation
- 8.6 Practical Considerations
- 8.7 Takeaways
- 9 Grid-Based DNN PCGML
- 9.1 Convolutions
- 9.2 Padding and Stride Behavior
- 9.3 Generative Adversarial Networks
- 9.4 Practical Considerations
- 9.5 Case Study-CNN Variational Autoencoder for Level Generation
- 9.6 Case Study-GANs for Sprite Generation
- 9.7 Takeaways
- 10 Reinforcement Learning PCG
- 10.1 One-Armed Bandits
- 10.2 Pixel Art Example
- 10.3 Markov Decision Process (MDP)
- 10.4 MDP Example
- 10.5 Tabular Q-Learning
- 10.5.1 Rollout Example
- 10.5.2 Q-Update
- 10.5.3 Q-Update Example
- 10.5.4 Rollout Example 2
- 10.5.5 Tabular Q-learning Wrap-up
- 10.6 Deep Q-Learning
- 10.7 Application Examples
- 10.8 Takeaways
- 11 Mixed-Initiative PCGML
- 11.1 Existing PCG Tools in the Wild
- 11.1.1 Classical PCG Tools
- 11.1.2 Microsoft FlightSim
- 11.1.3 Puzzle-Maker
- 11.2 Structuring the Interaction
- 11.2.1 Integrating with the PCGML Pipeline
- 11.2.2 Understanding the Model
- 11.2.3 Understanding the User
- 11.3 Design Axes
- 11.3.1 AI vs. User Autonomy
- 11.3.2 Static vs. Dynamic Model Systems
- 11.4 Takeaways
- 12 Open Problems
- 12.1 Identifying Open Problems
- 12.2 Problem Formulation.
- 12.2.1 Underexplored Content Types
- 12.2.2 Novel Content Generation
- 12.2.3 Controllability
- 12.3 Input
- 12.3.1 Data Sources
- 12.3.2 Representations
- 12.3.3 Data Augmentation
- 12.4 Models and Training
- 12.5 Output
- 12.5.1 Applications
- 12.5.2 Evaluation
- 12.6 Discussion
- 13 Resources and Conclusions
- 13.1 PCGML Resources
- 13.1.1 Other Textbooks
- 13.1.2 Code Repositories
- 13.1.3 Libraries
- 13.1.4 Datasets
- 13.1.5 Competitions and Jams
- 13.1.6 Venues
- 13.1.7 Social Media
- 13.2 Conclusions
- References.
- Notes:
- Includes bibliographical references.
- Description based on print version record.
- Description based on publisher supplied metadata and other sources.
- ISBN:
- 9783031167195
- 3031167198
- OCLC:
- 1354208505
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