论文标题
程序内容的深度学习
Deep Learning for Procedural Content Generation
论文作者
论文摘要
视频游戏中的程序性内容生成具有悠久的历史。现有的程序内容生成方法,例如基于搜索的,基于求解器,基于规则和基于语法的方法,已应用于各种内容类型,例如级别,地图,角色模型和纹理。一个以游戏为中心的研究领域已经存在了十多年。最近,深度学习为内容生产中的出色发明提供了巨大的发明,这些发明适用于游戏。尽管某些尖端的深度学习方法是自行应用的,但其他方法则与更传统的方法或在交互式环境中相结合。本文调查了已应用于直接或间接生成游戏内容的各种深度学习方法,讨论了可以用于内容生成目的但很少使用的深度学习方法,并设想了一些限制和潜在的深度学习方向,以产生过程内容的生成。
Procedural content generation in video games has a long history. Existing procedural content generation methods, such as search-based, solver-based, rule-based and grammar-based methods have been applied to various content types such as levels, maps, character models, and textures. A research field centered on content generation in games has existed for more than a decade. More recently, deep learning has powered a remarkable range of inventions in content production, which are applicable to games. While some cutting-edge deep learning methods are applied on their own, others are applied in combination with more traditional methods, or in an interactive setting. This article surveys the various deep learning methods that have been applied to generate game content directly or indirectly, discusses deep learning methods that could be used for content generation purposes but are rarely used today, and envisages some limitations and potential future directions of deep learning for procedural content generation.