Abstract
Game consists of multiple types of content, while the harmony of different content types play an essential role in game design. However, most works on procedural content generation consider only one type of content at a time. In this paper, we propose and formulate online level generation from music, in a way of matching a level feature to a music feature in real-time, while adapting to players' play speed. A generic framework named online player-adaptive procedural content generation via reinforcement learning, OPARL for short, is built upon the experience-driven reinforcement learning and controllable reinforcement learning, to enable online level generation from music. Furthermore, a novel control policy based on local search and k-nearest neighbours is proposed and integrated into OPARL to control the level generator considering the play data collected online. Results of simulation-based experiments show that our implementation of OPARL is competent to generate playable levels with difficulty degree matched to the 'energy' dynamic of music for different artificial players in an online fashion.
Original language | English |
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Title of host publication | Proceedings of the 2022 IEEE Conference on Games, CoG 2022 |
Publisher | IEEE Computer Society |
Pages | 119-126 |
Number of pages | 8 |
ISBN (Electronic) | 9781665459891 |
DOIs | |
Publication status | Published - 2022 |
Externally published | Yes |
Event | 2022 IEEE Conference on Games, CoG 2022 - Beijing, China Duration: 21 Aug 2022 → 24 Aug 2022 |
Publication series
Name | IEEE Conference on Computatonal Intelligence and Games, CIG |
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Volume | 2022-August |
ISSN (Print) | 2325-4270 |
ISSN (Electronic) | 2325-4289 |
Conference
Conference | 2022 IEEE Conference on Games, CoG 2022 |
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Country/Territory | China |
City | Beijing |
Period | 21/08/22 → 24/08/22 |
Bibliographical note
Publisher Copyright:© 2022 IEEE.
Funding
This work was supported by the Guangdong Provincial Key Laboratory (Grant No. 2020B121201001), the Program for Guangdong Introducing Innovative and Enterpreneurial Teams (Grant No. 2017ZT07X386), the Shenzhen Science and Technology Program (Grant No. KQTD2016112514355531), the Shenzhen Fundamental Research Program (Grant No. JCYJ20190809121403553), the National Natural Science Foundation of China (Grant No. 61906083), the Research Institute of Trustworthy Autonomous Systems (RITAS) and the SUSTech Undergraduate Teaching Quality and Reform Project (Grant No. SJZLGC202101). Corresponding author: Jialin Liu ([email protected]).
Keywords
- EDPCG
- EDRL
- online level generation
- player-adaptive
- Procedural content generation