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Illuminating diverse neural cellular automata for level generation

Published: 08 July 2022 Publication History

Abstract

We present a method of generating diverse collections of neural cellular automata (NCA) to design video game levels. While NCAs have so far only been trained via supervised learning, we present a quality diversity (QD) approach to generating a collection of NCA level generators. By framing the problem as a QD problem, our approach can train diverse level generators, whose output levels vary based on aesthetic or functional criteria. To efficiently generate NCAs, we train generators via Covariance Matrix Adaptation MAP-Elites (CMA-ME), a quality diversity algorithm which specializes in continuous search spaces. We apply our new method to generate level generators for several 2D tile-based games: a maze game, Sokoban, and Zelda. Our results show that CMA-ME can generate small NCAs that are diverse yet capable, often satisfying complex solvability criteria for deterministic agents. We compare against a Compositional Pattern-Producing Network (CPPN) baseline trained to produce diverse collections of generators and show that the NCA representation yields a better exploration of level-space.

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cover image ACM Conferences
GECCO '22: Proceedings of the Genetic and Evolutionary Computation Conference
July 2022
1472 pages
ISBN:9781450392372
DOI:10.1145/3512290
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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Published: 08 July 2022

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Author Tags

  1. cellular automata
  2. evolutionary strategies
  3. neural networks
  4. procedural content generation

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  • (2024)Hierarchically Composing Level Generators for the Creation of Complex StructuresIEEE Transactions on Games10.1109/TG.2023.329761916:2(459-469)Online publication date: Jun-2024
  • (2024)Baba is Y'all 2.0: Design and Investigation of a Collaborative Mixed-Initiative SystemIEEE Transactions on Games10.1109/TG.2022.322352716:1(75-89)Online publication date: Mar-2024
  • (2024)Leveraging More of Biology in Evolutionary Reinforcement LearningApplications of Evolutionary Computation10.1007/978-3-031-56855-8_6(91-114)Online publication date: 3-Mar-2024
  • (2023)Arbitrarily scalable environment generators via neural cellular automataProceedings of the 37th International Conference on Neural Information Processing Systems10.5555/3666122.3668621(57212-57225)Online publication date: 10-Dec-2023
  • (2023)Hierarchical WaveFunction collapseProceedings of the Nineteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment10.1609/aiide.v19i1.27498(23-33)Online publication date: 8-Oct-2023
  • (2023)Can the Problem-Solving Benefits of Quality Diversity Be Obtained without Explicit Diversity Maintenance?Proceedings of the Companion Conference on Genetic and Evolutionary Computation10.1145/3583133.3596336(2152-2156)Online publication date: 15-Jul-2023
  • (2023)Don't Bet on Luck Alone: Enhancing Behavioral Reproducibility of Quality-Diversity Solutions in Uncertain DomainsProceedings of the Genetic and Evolutionary Computation Conference10.1145/3583131.3590498(156-164)Online publication date: 15-Jul-2023
  • (2023)pyribs: A Bare-Bones Python Library for Quality Diversity OptimizationProceedings of the Genetic and Evolutionary Computation Conference10.1145/3583131.3590374(220-229)Online publication date: 15-Jul-2023
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