Generative Adversarial Networks (GANs) are a machine learning approach capable of generating novel example outputs across a space of provided training examples. Procedural Content Generation (PCG) of levels for video games could benefit from such models, especially for games where there is a pre-existing corpus of levels to emulate. This paper trains a GAN to generate levels for Super Mario Bros using a level from the Video Game Level Corpus. The approach successfully generates a variety of levels similar to one in the original corpus, but is further improved by application of the Covariance Matrix Adaptation Evolution Strategy (CMA-ES). Specifically, various fitness functions are used to discover levels within the latent space of the GAN that maximize desired properties. Simple static properties are optimized, such as a given distribution of tile types. Additionally, the champion A* agent from the 2009 Mario AI competition is used to assess whether a level is playable, and how many jumping actions are required to beat it. These fitness functions allow for the discovery of levels that exist within the space of examples designed by experts, and also guide the search towards levels that fulfill one or more specified objectives.
Covariance Matrix Adaptation Evolutionary Strategy (CMA-ES) @cite_2 is a powerful and widely used evolutionary algorithm that is well suited for evolving vectors of real numbers. The CMA-ES is a second-order method using the covariance matrix estimated iteratively by finite differences. It has been demonstrated to be efficient for optimizing non-linear non-convex problems in the continuous domain without a-priori domain knowledge, and it does not rely on the assumption of a smooth fitness landscape.
@cite_2
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This paper presents a novel evolutionary optimization strategy based on the derandomized evolution strategy with covariance matrix adaptation (CMA-ES). This new approach is intended to reduce the number of generations required for convergence to the optimum. Reducing the number of generations, i.e., the time complexity of the algorithm, is important if a large population size is desired: (1) to reduce the effect of noise; (2) to improve global search properties; and (3) to implement the algorithm on (highly) parallel machines. Our method results in a highly parallel algorithm which scales favorably with large numbers of processors. This is accomplished by efficiently incorporating the available information from a large population, thus significantly reducing the number of generations needed to adapt the covariance matrix. The original version of the CMA-ES was designed to reliably adapt the covariance matrix in small populations but it cannot exploit large populations efficiently. Our modifications scale up the efficiency to population sizes of up to 10n, where n is the problem dimension. This method has been applied to a large number of test problems, demonstrating that in many cases the CMA-ES can be advanced from quadratic to linear time complexity. The problem of model selection for support vector machines (SVMs) is considered. We propose an evolutionary approach to determine multiple SVM hyperparameters: The covariance matrix adaptation evolution strategy (CMA-ES) is used to determine the kernel from a parameterized kernel space and to control the regularization. Our method is applicable to optimize non-differentiable kernel functions and arbitrary model selection criteria. We demonstrate on benchmark datasets that the CMA-ES improves the results achieved by grid search already when applied to few hyperparameters. Further, we show that the CMA-ES is able to handle much more kernel parameters compared to grid-search and that tuning of the scaling and the rotation of Gaussian kernels can lead to better results in comparison to standard Gaussian kernels with a single bandwidth parameter. In particular, more flexibility of the kernel can reduce the number of support vectors. © 1997-2012 IEEE. This paper presents a method for generating complex problems that allow multiple nonobvious solutions for the physical traveling salesman problem (PTSP). PTSP is a single-player game adaptation of the classical traveling salesman problem that makes use of a simple physics model: the player has to visit a number of waypoints as quickly as possible by navigating a ship in real time across an obstacle-filled 2-D map. The difficulty of this game depends on the distribution of waypoints and obstacles across the 2-D plane. Due to the physics of the game, the shortest route is not necessarily the fastest, as the ship's momentum makes it difficult to turn sharply at high speed. This paper proposes an evolutionary approach to obtaining maps where the optimal solution is not immediately obvious. In particular, any optimal route for these maps should differ distinctively from: 1) the optimal distance-based TSP route and 2) the route that corresponds to always approaching the nearest waypoint first. To achieve this, the evolutionary algorithm covariance matrix adaptation-evolutionary strategy (CMA-ES) is employed, where maps, indirectly represented as vectors of real numbers, are evolved to differentiate maximally between a game-playing agent that follows two or more different routes. The results presented in this paper show that CMA-ES is able to generate maps that fulfil the desired conditions. CMA-ES is one of the most popular stochastic search algorithms. It performs favourably in many tasks without the need of extensive parameter tuning. The algorithm has many beneficial properties, including automatic step-size adaptation, efficient covariance updates that incorporates the current samples as well as the evolution path and its invariance properties. Its update rules are composed of well established heuristics where the theoretical foundations of some of these rules are also well understood. In this paper we will fully derive all CMA-ES update rules within the framework of expectation-maximisation-based stochastic search algorithms using information-geometric trust regions. We show that the use of the trust region results in similar updates to CMA-ES for the mean and the covariance matrix while it allows for the derivation of an improved update rule for the step-size. Our new algorithm, Trust-Region Co-variance Matrix Adaptation Evolution Strategy (TR-CMA-ES) is fully derived from first order optimization principles and performs favourably in compare to standard CMA-ES algorithm.