Pith. sign in

REVIEW 1 cited by

Entity Embedding as Game Representation

Not yet reviewed by Pith; the record is open.

This paper has not been read by Pith yet. Machine review is queued; the pith claim, tier, and objections will appear here once it completes.

SPECIMEN: schema-true, not a live event

T0 review · schema-true

One-sentence machine reading of the paper's core claim.

pith:XXXXXXXX · record.json · timestamp

arxiv 2010.01685 v1 pith:UKJ6JIOJ submitted 2020-10-04 cs.AI

classification cs.AI
keywords gamecontentrepresentationdynamiclearningmachineconsistententity
verification ladder T0 review T1 audit T2 compute T3 formal
0 comments
read the original abstract

Procedural content generation via machine learning (PCGML) has shown success at producing new video game content with machine learning. However, the majority of the work has focused on the production of static game content, including game levels and visual elements. There has been much less work on dynamic game content, such as game mechanics. One reason for this is the lack of a consistent representation for dynamic game content, which is key for a number of statistical machine learning approaches. We present an autoencoder for deriving what we call "entity embeddings", a consistent way to represent different dynamic entities across multiple games in the same representation. In this paper we introduce the learned representation, along with some evidence towards its quality and future utility.

Discussion (0). Continue with ORCID to comment.

Forward citations

Cited by 1 Pith paper

Reviewed papers in the Pith corpus that reference this work. Sorted by Pith novelty score. Full citation record

  1. Future Research Avenues for Artificial Intelligence in Digital Gaming: An Exploratory Report

    cs.LG 2024-12 unverdicted novelty 1.0 of 10

    An exploratory report curating five promising AI-for-gaming research avenues, with no original findings.

Pith tools