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Autores principales: Bazzaz, Mahsa, Cooper, Seth
Formato: Preprint
Publicado: 2025
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Acceso en línea:https://arxiv.org/abs/2504.03940
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author Bazzaz, Mahsa
Cooper, Seth
author_facet Bazzaz, Mahsa
Cooper, Seth
contents Procedural content generation via machine learning (PCGML) in games involves using machine learning techniques to create game content such as maps and levels. 2D tile-based game levels have consistently served as a standard dataset for PCGML because they are a simplified version of game levels while maintaining the specific constraints typical of games, such as being solvable. In this work, we highlight the unique characteristics of game levels, including their structured discrete data nature, the local and global constraints inherent in the games, and the sensitivity of the game levels to small changes in input. We define the robustness of data as a measure of sensitivity to small changes in input that cause a change in output, and we use this measure to analyze and compare these levels to state-of-the-art machine learning datasets, showcasing the subtle differences in their nature. We also constructed a large dataset from four games inspired by popular classic tile-based games that showcase these characteristics and address the challenge of sparse data in PCGML by providing a significantly larger dataset than those currently available.
format Preprint
id arxiv_https___arxiv_org_abs_2504_03940
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle Analysis of Robustness of a Large Game Corpus
Bazzaz, Mahsa
Cooper, Seth
Machine Learning
Artificial Intelligence
Procedural content generation via machine learning (PCGML) in games involves using machine learning techniques to create game content such as maps and levels. 2D tile-based game levels have consistently served as a standard dataset for PCGML because they are a simplified version of game levels while maintaining the specific constraints typical of games, such as being solvable. In this work, we highlight the unique characteristics of game levels, including their structured discrete data nature, the local and global constraints inherent in the games, and the sensitivity of the game levels to small changes in input. We define the robustness of data as a measure of sensitivity to small changes in input that cause a change in output, and we use this measure to analyze and compare these levels to state-of-the-art machine learning datasets, showcasing the subtle differences in their nature. We also constructed a large dataset from four games inspired by popular classic tile-based games that showcase these characteristics and address the challenge of sparse data in PCGML by providing a significantly larger dataset than those currently available.
title Analysis of Robustness of a Large Game Corpus
topic Machine Learning
Artificial Intelligence
url https://arxiv.org/abs/2504.03940