2023
DOI: 10.1109/tg.2022.3189426
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Open-Ended Evolution for Minecraft Building Generation

Abstract: This paper proposes a procedural content generator which evolves Minecraft buildings according to an open-ended and intrinsic definition of novelty. To realize this goal we evaluate individuals' novelty in the latent space using a 3D autoencoder, and alternate between phases of exploration and transformation. During exploration the system evolves multiple populations of CPPNs through CPPN-NEAT and constrained novelty search in the latent space (defined by the current autoencoder). We apply a set of repair and … Show more

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Cited by 11 publications
(12 citation statements)
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“…For example, Minecraft [171] is an open-ended game with a sandbox design. Current TransRL algorithms [80] take a revolutionary application in Minecraft, which is beneficial to drive AI to express creative behavior by building structures that adapt to the world around it [172]. Like Minecraft, XLand (including versions 1.0 and 2.0) [173] is a productive prob game that consists of a huge variety of prob tasks in complex worlds with embedded hidden production rules.…”
Section: A Gaming Aimentioning
confidence: 99%
“…For example, Minecraft [171] is an open-ended game with a sandbox design. Current TransRL algorithms [80] take a revolutionary application in Minecraft, which is beneficial to drive AI to express creative behavior by building structures that adapt to the world around it [172]. Like Minecraft, XLand (including versions 1.0 and 2.0) [173] is a productive prob game that consists of a huge variety of prob tasks in complex worlds with embedded hidden production rules.…”
Section: A Gaming Aimentioning
confidence: 99%
“…While there are numerous approaches to PCG, many of them focus on generating simple levels, and are therefore difficult to generalise to more complex settings, such as modern games. Many methods use some form of search [56], often evolutionary-based algorithms, to maximise a specific objective function [2,4,10,13]. However, it is challenging to design an objective function that is optimisable while also incentivising the generation of complex structures [54].…”
Section: A General Pcgmentioning
confidence: 99%
“…an entire, coherent town instead of just a single building). Many submissions to this competition, however, focused on more hand-designed, rule-based [2] methods specifically designed for settlement generation, which may require much effort to generalise to other scenarios. This has led to work that focuses on automatically generating lower-level structures one would find in a settlement, such as buildings.…”
Section: A General Pcgmentioning
confidence: 99%
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