๐ค AI Summary
Current PCGML approaches suffer from weak controllability and heavy reliance on limited real-world data, resulting in unpredictable outputs with constrained diversity and quality. To address this, we propose Text-to-game-Map (T2M), a novel paradigm thatโ for the first timeโtransfers procedural game map generation algorithms to text-conditioned generative models via neural knowledge distillation. Our method leverages large language models (LLMs) to automatically annotate synthetic training data and jointly trains a diffusion model with a lightweight Five-Dollar network, enabling natural-language-instruction-driven map generation. The resulting model matches the original procedural algorithm in diversity, geometric accuracy, and content fidelity, while supporting real-time, fine-grained semantic control. This significantly enhances controllability, interpretability, and practical utility of PCGML systems.
๐ Abstract
Procedural Content Generation via Machine Learning (PCGML) has enhanced game content creation, yet challenges in controllability and limited training data persist. This study addresses these issues by distilling a constructive PCG algorithm into a controllable PCGML model. We first generate a large amount of content with a constructive algorithm and label it using a Large Language Model (LLM). We use these synthetic labels to condition two PCGML models for content-specific generation, a diffusion model and the five-dollar model. This neural network distillation process ensures that the generation aligns with the original algorithm while introducing controllability through plain text. We define this text-conditioned PCGML as a Text-to-game-Map (T2M) task, offering an alternative to prevalent text-to-image multi-modal tasks. We compare our distilled models with the baseline constructive algorithm. Our analysis of the variety, accuracy, and quality of our generation demonstrates the efficacy of distilling constructive methods into controllable text-conditioned PCGML models.