Increasing Generality in Machine Learning through Procedural Content Generation
November 29, 2019 Β· Declared Dead Β· π Nature Machine Intelligence
"No code URL or promise found in abstract"
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Authors
Sebastian Risi, Julian Togelius
arXiv ID
1911.13071
Category
cs.AI: Artificial Intelligence
Citations
141
Venue
Nature Machine Intelligence
Last Checked
3 months ago
Abstract
Procedural Content Generation (PCG) refers to the practice, in videogames and other games, of generating content such as levels, quests, or characters algorithmically. Motivated by the need to make games replayable, as well as to reduce authoring burden, limit storage space requirements, and enable particular aesthetics, a large number of PCG methods have been devised by game developers. Additionally, researchers have explored adapting methods from machine learning, optimization, and constraint solving to PCG problems. Games have been widely used in AI research since the inception of the field, and in recent years have been used to develop and benchmark new machine learning algorithms. Through this practice, it has become more apparent that these algorithms are susceptible to overfitting. Often, an algorithm will not learn a general policy, but instead a policy that will only work for a particular version of a particular task with particular initial parameters. In response, researchers have begun exploring randomization of problem parameters to counteract such overfitting and to allow trained policies to more easily transfer from one environment to another, such as from a simulated robot to a robot in the real world. Here we review the large amount of existing work on PCG, which we believe has an important role to play in increasing the generality of machine learning methods. The main goal here is to present RL/AI with new tools from the PCG toolbox, and its secondary goal is to explain to game developers and researchers a way in which their work is relevant to AI research.
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