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Increasing generality in machine learning through procedural content generation

7 pointsby togeliusalmost 5 years ago
We recently published a paper on increasing generality in machine learning through procedural content generation:<p>https:&#x2F;&#x2F;www.nature.com&#x2F;articles&#x2F;s42256-020-0208-z<p>if (paywall) then (preprint):<p>https:&#x2F;&#x2F;arxiv.org&#x2F;abs&#x2F;1911.13071<p>Outside of games and game-like environments, what are some ways you think we can use PCG and PCG-like methods to help fight overfitting and create more general intelligence?

2 comments

browsergapalmost 5 years ago
Looks cool!<p>Meta: How is this under &quot;Ask&quot;? Are these paid submissions?<p>Answer:<p>- Generate a grammar of a natural language. Generate against a grammar + other models to generate text&#x2F;code. - Generate proteins&#x2F;RNA<p>- Generate lattices&#x2F;materials<p>- Generate objects in pure maths: knots, planar graphs, polynomial rings, solutions to diophantine equations, error-correcting codes<p>- Generate &quot;neural nets&quot; deep learning graphs, and see what they do, and see how they work as starting points for different tasks&#x2F;trainings
muzanialmost 5 years ago
I&#x27;m not sure if this counts as &quot;game-like&quot;, but what I&#x27;m doing is a random character&#x2F;story generator: <a href="https:&#x2F;&#x2F;random-character.com&#x2F;" rel="nofollow">https:&#x2F;&#x2F;random-character.com&#x2F;</a><p>Many people think it&#x27;s game-like, but the purpose is to stir ideas like a deck of cards to help writers (game designers, movie scripts, authors) out of writer&#x27;s block.<p>My next plan is to have a part done with PCG, and another part done with some kind of language model. For example, the next stage I might take a popular dramatic pattern - the Three Act Structure, consisting of [setup] [confrontation] [resolution].<p>[setup] might generate 1-2 dramatic elements. [confrontation] might have 4-6. [resolution] would be one, though exclude &lt;deliverance&#x2F;rescue&gt; as well as some bad ends like &lt;disaster&gt; or &lt;cruelty&gt;.<p>So let&#x27;s say I randomly roll up &lt;murderous adultery&gt; as the intro. This consists of say, &lt;villainous wife&gt;, &lt;victim husband&gt;, and &lt;anti-villain murderer&#x2F;lover&gt;. In resolution, this could spawn into other plots like &lt;revenge for a crime&gt;, &lt;supplication&gt;, or &lt;fugitive&gt;.<p>I can then generate characters based off this. Rolling off my existing generator, I have 1) &lt;female&gt; &lt;villain&gt; &lt;damsel in distress&gt; &lt;blatant liar&gt; 2) &lt;male&gt; &lt;anti-villain&gt; &lt;adorable&gt; &lt;right cause&gt; &lt;wrong side effect&gt;, and 3) &lt;male&gt; &lt;support&gt; &lt;big&gt; &lt;stoic&gt; &lt;loyal&gt;<p>All procedurally generated. Now we have a pile of tags. There&#x27;s some hard coded descriptions on the current prototype, and while they work, 80% of the development time and the output quality has been in the writing and display of these tags. What I&#x27;d like to do is feed these tags into some natural language model to generate a description, and maybe even string together a plot in a way a human wouldn&#x27;t.<p>tldr: I use PCG and popular patterns to generate plot curve, characters, then feeding it into something like GPT-3 to illustrate them.