Level Generation Through Large Language Models
February 11, 2023 Β· Declared Dead Β· π International Conference on Foundations of Digital Games
"No code URL or promise found in abstract"
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Authors
Graham Todd, Sam Earle, Muhammad Umair Nasir, Michael Cerny Green, Julian Togelius
arXiv ID
2302.05817
Category
cs.AI: Artificial Intelligence
Cross-listed
cs.CL,
cs.NE
Citations
106
Venue
International Conference on Foundations of Digital Games
Last Checked
3 months ago
Abstract
Large Language Models (LLMs) are powerful tools, capable of leveraging their training on natural language to write stories, generate code, and answer questions. But can they generate functional video game levels? Game levels, with their complex functional constraints and spatial relationships in more than one dimension, are very different from the kinds of data an LLM typically sees during training. Datasets of game levels are also hard to come by, potentially taxing the abilities of these data-hungry models. We investigate the use of LLMs to generate levels for the game Sokoban, finding that LLMs are indeed capable of doing so, and that their performance scales dramatically with dataset size. We also perform preliminary experiments on controlling LLM level generators and discuss promising areas for future work.
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