Toward Co-creative Dungeon Generation via Transfer Learning
Zisen Zhou, Matthew Guzdial

TL;DR
This paper proposes a transfer learning approach to improve co-creative dungeon generation in games by approximating human-AI interaction data, reducing the need for extensive co-creative training data.
Contribution
It introduces a transfer learning method to adapt co-creative content generation models across different games, specifically for Zelda dungeon room creation.
Findings
Transfer learning effectively adapts models to new game contexts.
Approximate human-AI interaction data can substitute real co-creative training data.
Improved dungeon generation quality demonstrated in experiments.
Abstract
Co-creative Procedural Content Generation via Machine Learning (PCGML) refers to systems where a PCGML agent and a human work together to produce output content. One of the limitations of co-creative PCGML is that it requires co-creative training data for a PCGML agent to learn to interact with humans. However, acquiring this data is a difficult and time-consuming process. In this work, we propose approximating human-AI interaction data and employing transfer learning to adapt learned co-creative knowledge from one game to a different game. We explore this approach for co-creative Zelda dungeon room generation.
Peer Reviews
No public reviews on file for this paper yet. If you reviewed it on a platform where reviews are public (OpenReview, ICLR, NeurIPS, ICML), you can paste yours below so the community can read it here.
Videos
No videos yet. Explain this paper in a talk, walkthrough, or lecture? Add one.
