TY - GEN
T1 - Enhancements to constrained novelty search two-population novelty search for generating game content
AU - Liapis, Antonios
AU - Yannakakis, Georgios N.
AU - Togelius, Julian
PY - 2013
Y1 - 2013
N2 - Novelty search is a recent algorithm geared to explore search spaces without regard to objectives; minimal criteria novelty search is a variant of this algorithm for constrained search spaces. For large search spaces with multiple constraints, however, it is hard to find a set of feasible individuals that is both large and diverse. In this paper, we present two new methods of novelty search for constrained spaces, Feasible-Infeasible Novelty Search and Feasible-Infeasible Dual Novelty Search. Both algorithms keep separate populations of feasible and infeasible individuals, inspired by the FI-2pop genetic algorithm. These algorithms are applied to the problem of creating diverse and feasible game levels, representative of a large class of important problems in procedural content generation for games. Results show that the new algorithms under certain conditions can produce larger and more diverse sets of feasible strategy game maps than existing algorithms. However, the best algorithm is contingent on the particularities of the search space and the genetic operators used. It is also shown that the proposed enhancement of offspring boosting increases performance in all cases.
AB - Novelty search is a recent algorithm geared to explore search spaces without regard to objectives; minimal criteria novelty search is a variant of this algorithm for constrained search spaces. For large search spaces with multiple constraints, however, it is hard to find a set of feasible individuals that is both large and diverse. In this paper, we present two new methods of novelty search for constrained spaces, Feasible-Infeasible Novelty Search and Feasible-Infeasible Dual Novelty Search. Both algorithms keep separate populations of feasible and infeasible individuals, inspired by the FI-2pop genetic algorithm. These algorithms are applied to the problem of creating diverse and feasible game levels, representative of a large class of important problems in procedural content generation for games. Results show that the new algorithms under certain conditions can produce larger and more diverse sets of feasible strategy game maps than existing algorithms. However, the best algorithm is contingent on the particularities of the search space and the genetic operators used. It is also shown that the proposed enhancement of offspring boosting increases performance in all cases.
KW - Constrained novelty search
KW - Feasible-Infeasible two-population GA
KW - Level design
KW - Procedural content generation
UR - http://www.scopus.com/inward/record.url?scp=84883056025&partnerID=8YFLogxK
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U2 - 10.1145/2463372.2463416
DO - 10.1145/2463372.2463416
M3 - Conference contribution
AN - SCOPUS:84883056025
SN - 9781450319638
T3 - GECCO 2013 - Proceedings of the 2013 Genetic and Evolutionary Computation Conference
SP - 343
EP - 350
BT - GECCO 2013 - Proceedings of the 2013 Genetic and Evolutionary Computation Conference
T2 - 2013 15th Genetic and Evolutionary Computation Conference, GECCO 2013
Y2 - 6 July 2013 through 10 July 2013
ER -