Constrained novelty search: A study on game content generation

作者: Antonios Liapis , Georgios N. Yannakakis , Julian Togelius

DOI: 10.1162/EVCO_A_00123

关键词:

摘要: Novelty search is a recent algorithm geared toward exploring spaces without regard to objectives. When the presence of constraints divides space into feasible and infeasible space, interesting implications arise regarding how novelty explores such spaces. This paper elaborates on problem constrained proposes two algorithms which within both space. Inspired by FI-2pop genetic algorithm, maintain evolve separate populations, one with individuals, while each population can use its own selection method. The proposed are applied generating diverse but playable game levels, representative larger procedural content generation. Results show that two-population methods create, under certain conditions, more sets levels than current search, whether or unconstrained. However, best contingent particularities operators used. Additionally, enhancement offspring boosting shown enhance performance in all cases search.

参考文章(39)
Antonios Liapis, Georgios N. Yannakakis, Julian Togelius, Sentient world: human-based procedural cartography EvoMUSART'13 Proceedings of the Second international conference on Evolutionary and Biologically Inspired Music, Sound, Art and Design. pp. 180- 191 ,(2013) , 10.1007/978-3-642-36955-1_16
Antonios Liapis, Georgios N. Yannakakis, Julian Togelius, Generating map sketches for strategy games european conference on applications of evolutionary computation. pp. 264- 273 ,(2013) , 10.1007/978-3-642-37192-9_27
Zbigniew Michalewicz, A Survey of Constraint Handling Techniques in Evolutionary Computation Methods. Evolutionary Programming. pp. 135- 155 ,(1995)
Georgios N. Yannakakis, Julian Togelius, Héctor Perez Martínez, Antonios Liapis, Transforming Exploratory Creativity with DeLeNoX 4th International Conference on Computational Creativity, ICCC 2013. pp. 56- 63 ,(2013)
Marc Schoenauer, Zbigniew Michalewicz, Evolutionary Computation at the Edge of Feasibility parallel problem solving from nature. pp. 245- 254 ,(1996) , 10.1007/3-540-61723-X_989
Matthew Lewis, Evolutionary Visual Art and Design Natural Computing Series. pp. 3- 37 ,(2008) , 10.1007/978-3-540-72877-1_1
Gregory Morse, Sebastian Risi, Charles R. Snyder, Kenneth O. Stanley, Single-unit pattern generators for quadruped locomotion genetic and evolutionary computation conference. pp. 719- 726 ,(2013) , 10.1145/2463372.2463461
Antonios Liapis, Georgios N. Yannakakis, Julian Togelius, Enhancements to constrained novelty search: two-population novelty search for generating game content genetic and evolutionary computation conference. pp. 343- 350 ,(2013) , 10.1145/2463372.2463416
Steven Orla Kimbrough, Gary J. Koehler, Ming Lu, David Harlan Wood, On a Feasible-Infeasible Two-Population (FI-2Pop) genetic algorithm for constrained optimization : Distance tracing and no free lunch European Journal of Operational Research. ,vol. 190, pp. 310- 327 ,(2008) , 10.1016/J.EJOR.2007.06.028
Antonios Liapis, Hector P. Martinez, Julian Togelius, Georgios N. Yannakakis, Adaptive game level creation through rank-based interactive evolution computational intelligence and games. pp. 1- 8 ,(2013) , 10.1109/CIG.2013.6633651