Explainable PCGML via Game Design Patterns
September 25, 2018 Β· Declared Dead Β· π AIIDE Workshops
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Authors
Matthew Guzdial, Joshua Reno, Jonathan Chen, Gillian Smith, Mark Riedl
arXiv ID
1809.09419
Category
cs.AI: Artificial Intelligence
Citations
34
Venue
AIIDE Workshops
Last Checked
4 months ago
Abstract
Procedural content generation via Machine Learning (PCGML) is the umbrella term for approaches that generate content for games via machine learning. One of the benefits of PCGML is that, unlike search or grammar-based PCG, it does not require hand authoring of initial content or rules. Instead, PCGML relies on existing content and black box models, which can be difficult to tune or tweak without expert knowledge. This is especially problematic when a human designer needs to understand how to manipulate their data or models to achieve desired results. We present an approach to Explainable PCGML via Design Patterns in which the design patterns act as a vocabulary and mode of interaction between user and model. We demonstrate that our technique outperforms non-explainable versions of our system in interactions with five expert designers, four of whom lack any machine learning expertise.
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