TY - GEN
T1 - Illuminating diverse neural cellular automata for level generation
AU - Earle, Sam
AU - Snider, Justin
AU - Fontaine, Matthew C.
AU - Nikolaidis, Stefanos
AU - Togelius, Julian
N1 - Publisher Copyright:
© 2022 ACM.
PY - 2022/7/8
Y1 - 2022/7/8
N2 - We present a method of generating diverse collections of neural cellular automata (NCA) to design video game levels. While NCAs have so far only been trained via supervised learning, we present a quality diversity (QD) approach to generating a collection of NCA level generators. By framing the problem as a QD problem, our approach can train diverse level generators, whose output levels vary based on aesthetic or functional criteria. To efficiently generate NCAs, we train generators via Covariance Matrix Adaptation MAP-Elites (CMA-ME), a quality diversity algorithm which specializes in continuous search spaces. We apply our new method to generate level generators for several 2D tile-based games: a maze game, Sokoban, and Zelda. Our results show that CMA-ME can generate small NCAs that are diverse yet capable, often satisfying complex solvability criteria for deterministic agents. We compare against a Compositional Pattern-Producing Network (CPPN) baseline trained to produce diverse collections of generators and show that the NCA representation yields a better exploration of level-space.
AB - We present a method of generating diverse collections of neural cellular automata (NCA) to design video game levels. While NCAs have so far only been trained via supervised learning, we present a quality diversity (QD) approach to generating a collection of NCA level generators. By framing the problem as a QD problem, our approach can train diverse level generators, whose output levels vary based on aesthetic or functional criteria. To efficiently generate NCAs, we train generators via Covariance Matrix Adaptation MAP-Elites (CMA-ME), a quality diversity algorithm which specializes in continuous search spaces. We apply our new method to generate level generators for several 2D tile-based games: a maze game, Sokoban, and Zelda. Our results show that CMA-ME can generate small NCAs that are diverse yet capable, often satisfying complex solvability criteria for deterministic agents. We compare against a Compositional Pattern-Producing Network (CPPN) baseline trained to produce diverse collections of generators and show that the NCA representation yields a better exploration of level-space.
KW - cellular automata
KW - evolutionary strategies
KW - neural networks
KW - procedural content generation
UR - http://www.scopus.com/inward/record.url?scp=85135241964&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85135241964&partnerID=8YFLogxK
U2 - 10.1145/3512290.3528754
DO - 10.1145/3512290.3528754
M3 - Conference contribution
AN - SCOPUS:85135241964
T3 - GECCO 2022 - Proceedings of the 2022 Genetic and Evolutionary Computation Conference
SP - 68
EP - 76
BT - GECCO 2022 - Proceedings of the 2022 Genetic and Evolutionary Computation Conference
PB - Association for Computing Machinery, Inc
T2 - 2022 Genetic and Evolutionary Computation Conference, GECCO 2022
Y2 - 9 July 2022 through 13 July 2022
ER -