The procedural generation of video game levels has existed for at least 30 years, but only recently have machine learning approaches been used to generate levels without specifying the rules for generation. A number of these have looked at platformer levels as a sequence of characters and performed generation using Markov chains. In this paper we examine the use of Long Short-Term Memory recurrent neural networks (LSTMs) for the purpose of generating levels trained from a corpus of Super Mario Brothers levels. We analyze a number of different data representations and how the generated levels fit into the space of human authored Super Mario Brothers levels.
Text generation from neural networks has been done by numerous people for various goals such as translation ( @cite_22 ), text classification ( @cite_13 ), and even trying to determine the output of code simply by reading the source code ( @cite_1 ) and then writing what it believes to be the output.
@cite_1 @cite_13 @cite_22
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Generating texts from structured data (e.g., a table) is important for various natural language processing tasks such as question answering and dialog systems. In recent studies, researchers use neural language models and encoder-decoder frameworks for table-to-text generation. However, these neural network-based approaches do not model the order of contents during text generation. When a human writes a summary based on a given table, he or she would probably consider the content order before wording. In a biography, for example, the nationality of a person is typically mentioned before occupation in a biography. In this paper, we propose an order-planning text generation model to capture the relationship between different fields and use such relationship to make the generated text more fluent and smooth. We conducted experiments on the WikiBio dataset and achieve significantly higher performance than previous methods in terms of BLEU, ROUGE, and NIST scores. Most work on neural natural language generation (NNLG) focus on controlling the content of the generated text. We experiment with controlling several stylistic aspects of the generated text, in addition to its content. The method is based on conditioned RNN language model, where the desired content as well as the stylistic parameters serve as conditioning contexts. We demonstrate the approach on the movie reviews domain and show that it is successful in generating coherent sentences corresponding to the required linguistic style and content. Neural text generation models are often autoregressive language models or seq2seq models. These models generate text by sampling words sequentially, with each word conditioned on the previous word, and are state-of-the-art for several machine translation and summarization benchmarks. These benchmarks are often defined by validation perplexity even though this is not a direct measure of the quality of the generated text. Additionally, these models are typically trained via maxi- mum likelihood and teacher forcing. These methods are well-suited to optimizing perplexity but can result in poor sample quality since generating text requires conditioning on sequences of words that may have never been observed at training time. We propose to improve sample quality using Generative Adversarial Networks (GANs), which explicitly train the generator to produce high quality samples and have shown a lot of success in image generation. GANs were originally designed to output differentiable values, so discrete language generation is challenging for them. We claim that validation perplexity alone is not indicative of the quality of text generated by a model. We introduce an actor-critic conditional GAN that fills in missing text conditioned on the surrounding context. We show qualitatively and quantitatively, evidence that this produces more realistic conditional and unconditional text samples compared to a maximum likelihood trained model. Automatically generating coherent and semantically meaningful text has many applications in machine translation, dialogue systems, image captioning, etc. Recently, by combining with policy gradient, Generative Adversarial Nets (GAN) that use a discriminative model to guide the training of the generative model as a reinforcement learning policy has shown promising results in text generation. However, the scalar guiding signal is only available after the entire text has been generated and lacks intermediate information about text structure during the generative process. As such, it limits its success when the length of the generated text samples is long (more than 20 words). In this paper, we propose a new framework, called LeakGAN, to address the problem for long text generation. We allow the discriminative net to leak its own high-level extracted features to the generative net to further help the guidance. The generator incorporates such informative signals into all generation steps through an additional Manager module, which takes the extracted features of current generated words and outputs a latent vector to guide the Worker module for next-word generation. Our extensive experiments on synthetic data and various real-world tasks with Turing test demonstrate that LeakGAN is highly effective in long text generation and also improves the performance in short text generation scenarios. More importantly, without any supervision, LeakGAN would be able to implicitly learn sentence structures only through the interaction between Manager and Worker.