Tree Search vs Optimization Approaches for Map Generation
원문 초록
Search-based procedural content generation uses stochastic global optimization algorithms to search for game content. However, standard tree search algorithms can be competitive with evolution on some optimization problems. We investigate the applicability of several tree search methods to level generation and compare them systematically with several optimization algorithms, including evolutionary algorithms. We compare them on three different game level generation problems: Binary, Zelda, and Sokoban. We introduce two new representations that can help tree search algorithms deal with the large branching factor of the generation problem. We find that in general, optimization algorithms clearly outperform tree search algorithms, but given the right problem representation certain tree search algorithms perform similarly to optimization algorithms, and in one particular problem, we see surprisingly strong results from MCTS.
함께 살펴볼 논문
공통 태그를 근거로 연결했습니다. 실제 인용 관계나 논문의 우수성을 뜻하지 않습니다.
Island-Based Evolutionary Computation with Diverse Surrogates and Adaptive Knowledge Transfer for High-Dimensional Data-Driven Optimization
Large Language Model Aided Multi-objective Evolutionary Algorithm: a Low-cost Adaptive Approach
Interpreting Multi-objective Evolutionary Algorithms via Sokoban Level Generation
NeRF-based CBCT Reconstruction needs Normalization and Initialization
A Hybrid GA LLM Framework for Structured Task Optimization
A Divide-and-Conquer Approach for Global Orientation of Non-Watertight Scene-Level Point Clouds Using 0-1 Integer Optimization
토론
이 논문과 연결된 포럼 글이 아직 없습니다.