Zero-Shot Reasoning: Personalized Content Generation Without the Cold Start Problem

Fuente: arXiv
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Autores principales: Hafnar, Davor, Demšar, Jure
Formato: Preprint
Publicado: 2024
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author Hafnar, Davor
Demšar, Jure
author_facet Hafnar, Davor
Demšar, Jure
contents Procedural content generation uses algorithmic techniques to create large amounts of new content for games at much lower production costs. In newer approaches, procedural content generation utilizes machine learning. However, these methods usually require expensive collection of large amounts of data, as well as the development and training of fairly complex learning models, which can be both extremely time-consuming and expensive. The core of our research is to explore whether we can lower the barrier to the use of personalized procedural content generation through a more practical and generalizable approach with large language models. Matching game content with player preferences benefits both players, who enjoy the game more, and developers, who increasingly depend on players enjoying the game before being able to monetize it. Therefore, this paper presents a novel approach to achieving personalization by using large language models to propose levels based on the gameplay data continuously collected from individual players. We compared the levels generated using our approach with levels generated with more traditional procedural generation techniques. Our easily reproducible method has proven viable in a production setting and outperformed levels generated by traditional methods in the probability that a player will not quit the game mid-level.
format Preprint
id arxiv_https___arxiv_org_abs_2402_10133
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle Zero-Shot Reasoning: Personalized Content Generation Without the Cold Start Problem
Hafnar, Davor
Demšar, Jure
Artificial Intelligence
Procedural content generation uses algorithmic techniques to create large amounts of new content for games at much lower production costs. In newer approaches, procedural content generation utilizes machine learning. However, these methods usually require expensive collection of large amounts of data, as well as the development and training of fairly complex learning models, which can be both extremely time-consuming and expensive. The core of our research is to explore whether we can lower the barrier to the use of personalized procedural content generation through a more practical and generalizable approach with large language models. Matching game content with player preferences benefits both players, who enjoy the game more, and developers, who increasingly depend on players enjoying the game before being able to monetize it. Therefore, this paper presents a novel approach to achieving personalization by using large language models to propose levels based on the gameplay data continuously collected from individual players. We compared the levels generated using our approach with levels generated with more traditional procedural generation techniques. Our easily reproducible method has proven viable in a production setting and outperformed levels generated by traditional methods in the probability that a player will not quit the game mid-level.
title Zero-Shot Reasoning: Personalized Content Generation Without the Cold Start Problem
topic Artificial Intelligence
url https://arxiv.org/abs/2402.10133