Explainable PCGML via Game Design Patterns
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Abstract (arXiv)
Procedural content generation via Machine Learning (PCGML) is the umbrella term for approaches that generate content for games via machine learning. One of the benefits of PCGML is that, unlike search or grammar-based PCG, it does not require hand authoring of initial content or rules. Instead, PCGML relies on existing content and black box models, which can be difficult to tune or tweak without expert knowledge. This is especially problematic when a human designer needs to understand how to manipulate their data or models to achieve desired results. We present an approach to Explainable PCGML via Design Patterns in which the design patterns act as a vocabulary and mode of interaction between user and model. We demonstrate that our technique outperforms non-explainable versions of our system in interactions with five expert designers, four of whom lack any machine learning expertise.
Key facts. Cited by 7 papers in the map (data through 7 Oct 2026). First posted on arXiv 25 Sep 2018.
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Citing papers per year: 2021: 3; 2022: 3; 2023: 0; 2024: 1.
7 papers.
- 2021Tile Embedding: A General Representation for Procedural Level Generation via Machine Learningcited by 9
- 2022Gen'eLive! Generating Rhythm Actions in Love Live!cited by 4
- 2021Adversarial Random Forest Classifier for Automated Game Designcited by 3
- 2022tile2tile: Learning Game Filters for Platformer Style Transfercited by 2
- 2021Ensemble Learning For Mega Man Level Generationcited by 1
- 2022Towards the Generation of Musical Explanations with GPT-3cited by 1
- 2024Improving Conditional Level Generation using Automated Validation in Match-3 Gamescited by 0
- 2024Improving Conditional Level Generation using Automated Validation in Match-3 Games10 Sep 2024
- 2022tile2tile: Learning Game Filters for Platformer Style Transfer15 Aug 2022
- 2022Towards the Generation of Musical Explanations with GPT-311 May 2022
- 2022Gen'eLive! Generating Rhythm Actions in Love Live!25 Feb 2022
- 2021Tile Embedding: A General Representation for Procedural Level Generation via Machine Learning7 Oct 2021
- 2021Ensemble Learning For Mega Man Level Generation27 Jul 2021
- 2021Adversarial Random Forest Classifier for Automated Game Design26 Jul 2021