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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Explainable PCGML via Game Design Patterns</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Matthew Guzdial</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Joshua Reno</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jonathan Chen</string-name>
          <email>jonathancheng@gatech.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Gillian Smith</string-name>
          <email>gmsmith@wpi.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Mark Riedl</string-name>
          <email>riedl@cc.gatech.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Georgia Institute of Technology</institution>
          ,
          <country country="US">USA</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Worcester Polytechnic Institute</institution>
        </aff>
      </contrib-group>
      <abstract>
        <p>Procedural content generation via Machine Learning (PCGML) is the umbrella term for approaches that generate content for games via machine learning. One of the benefits of PCGML is that, unlike search or grammar-based PCG, it does not require hand authoring of initial content or rules. Instead, PCGML relies on existing content and black box models, which can be difficult to tune or tweak without expert knowledge. This is especially problematic when a human designer needs to understand how to manipulate their data or models to achieve desired results. We present an approach to Explainable PCGML via Design Patterns in which the design patterns act as a vocabulary and mode of interaction between user and model. We demonstrate that our technique outperforms non-explainable versions of our system in interactions with five expert designers, four of whom lack any machine learning expertise.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>Procedural Content Generation (PCG), represents a field
of research into, and a set of techniques for, generating
game content algorithmically. PCG historically requires a
significant amount of human-authored knowledge to
generate content, such as rules, heuristics, and individual
components, creating a time and design expertise burden.
Procedural Content Generation via Machine Learning (PCGML)
attempts to solve these issues by applying machine learning to
extract this design knowledge from existing corpora of game
content (Summerville et al. 2017). However, this approach
has its own weaknesses; Applied naively, these models
require machine learning literacy to understand and debug.
Machine learning literacy is uncommon, especially among
those designers who might most benefit from PCGML.</p>
      <p>
        Explainable AI represents a field of research into opening
up black box Artificial Intelligence and Machine Learning
models to users
        <xref ref-type="bibr" rid="ref28 ref3">(Biran and Cotton 2017)</xref>
        . The promise of
explainable AI is not just that it will help users understand such
models, but also tweak these models to their needs
        <xref ref-type="bibr" rid="ref25">(Olah et
al. 2018)</xref>
        . If we could include some representation of an
individual game designer’s knowledge into a model, we could
help designers without ML expertise better understand and
alter these models to their needs.
      </p>
      <p>
        Design patterns
        <xref ref-type="bibr" rid="ref4">(Bjork and Holopainen 2004)</xref>
        represent
one popular way to represent game design knowledge. A
design pattern is a category of game structure that serves a
general design purpose across similar games. Researchers tend
to derive design patterns via subjective application of design
expertise
        <xref ref-type="bibr" rid="ref15 ref24">(Hullett and Whitehead 2010)</xref>
        , which makes it
difficult to broadly apply one set of patterns across different
designers and games. The same subjective limitation also
means that an individual set of design patterns can serve to
clarify what elements of a game matter to an individual
designer. Given a set of design patterns specialized to a
particular designer one could leverage these design patterns in an
Explainable PCGML system to help a designer understand
and tweak a model to their needs. We note our usage of the
term pattern differs from the literature. Typically, a design
pattern generalizes across designers, whereas we apply it to
indicate the unique structures across a game important to an
individual designer.
      </p>
      <p>We present an underlying system for a potential
cocreative PCGML tool, intended for designers without ML
expertise. This system takes user-defined design patterns for
a target level, and outputs a PCGML model. The design
patterns provided by designers and generated by our system can
be understood as labels on level structure, which allow our
PCGML model to better represent and reflect the design
values of an individual designer. This system has two major
components: (1) a classification system that learns to
classify level structures with the user-specified design pattern
labels. This system ensures a user does not have to label all
existing content to train (2) a level generation system that
incorporates the user’s level design patterns, and can use these
patterns as a vocabulary with which to interact with the user.
For example, generating labels on level structure to represent
the model’s interpretation of that structure to the user.</p>
      <p>The rest of this paper is organized as follows. First, we
relate our work to prior, related work. Second, we describe our
Explainable PCGML (XPCGML) system in terms of the two
major components. Third, we discuss the three evaluations
we ran with five expert designers. We end with a discussion
of the systems limitations, future work, and conclusions. Our
major contributions are the first application of explainable
AI to PCGML, the use of a random forest classifier to
minimize user effort, and the results of our evaluations. Our
results demonstrate both the promise of these pattern labels
“intro”</p>
      <p>…
in improving user interaction and a positive impact on the
underlying model’s performance.</p>
    </sec>
    <sec id="sec-2">
      <title>Related Work</title>
      <p>
        There exist many prior approaches to co-creative or
mixedinitiative design agents and editors
        <xref ref-type="bibr" rid="ref11 ref34">(Yannakakis, Liapis, and
Alexopoulos 2014; Deterding et al. 2017)</xref>
        . However, the
majority of existing approaches have relied upon search
or grammar-based approaches instead of machine learning,
making it difficult to adapt to the needs of a particular
designer over time
        <xref ref-type="bibr" rid="ref18 ref18 ref21 ref26">(Liapis, Yannakakis, and Togelius 2013;
Shaker, Shaker, and Togelius 2013; Baldwin et al. 2017)</xref>
        . A
final version of our system would focus on machine
learning, adapting to the user, and explaining and visualizing its
inner model/process.
      </p>
      <p>Procedural content generation via Machine Learning
(Summerville et al. 2017) is a relatively new field, focused
on generating content through machine learning methods.
The majority of PCGML approaches represent black box
methods, without any prior approach focused on
explainability or co-creativity. We note some discussion in the
Summerville et al. survey paper on potential collaborative
approaches. Summerville (2016a) explored adapting levels to
players, but no work to our knowledge looks at adapting
models to individual designers.</p>
      <p>
        Super Mario Bros. (SMB) represents a common area
of research into PCGML (Dahlskog and Togelius 2012;
Summerville and Mateas
        <xref ref-type="bibr" rid="ref1">2016; Jain et al. 2016</xref>
        ; Snodgrass
and Ontano´n 2017). Beyond explainability, our approach
differs from prior SMB PCGML approaches in terms of
representation quality and the size of generated content. We
focus on the generation of individual level sections instead
of entire levels in order to better afford collaborative level
building
        <xref ref-type="bibr" rid="ref27">(Smith, Whitehead, and Mateas 2011)</xref>
        . Second,
prior approaches have abstracted away the possible level
components into higher order groups. For example, treating
all enemy types as equivalent and ignoring decorative
elements. We make use of a rich representation of all possible
level components and an ordering that allows our approach
to place decorative elements appropriately.
      </p>
      <p>
        Explainable AI represents an emerging field of research
        <xref ref-type="bibr" rid="ref28 ref3">(Biran and Cotton 2017)</xref>
        , focused on translating or
rationalizing the behavior of black box models. To the best of our
knowledge, this has not been previously applied to PCGML.
        <xref ref-type="bibr" rid="ref7">Codella et al. (2018)</xref>
        demonstrated how explanations could
improve model accuracy on three tasks, but required that
every sample be hand-labeled with an explanation and treated
explanations from different authors as equivalent. Ehsan et
al. (2017) made use of explainable AI for explainable agent
behavior for automated game playing. Their approach relies
on rationalization, which relies on a second machine
learning interpretation of the original behavior, rather than
visualizing or explaining the original model as our approach does.
      </p>
      <p>
        Design patterns represent a well-researched approach to
game design
        <xref ref-type="bibr" rid="ref4">(Bjork and Holopainen 2004)</xref>
        . In theory, game
design patterns describe general solutions to game design
problems that occur across many different games. Game
Design patterns have been used as heuristics in evolutionary
PCG systems including in the domain of Super Mario Bros.
        <xref ref-type="bibr" rid="ref9">(Dahlskog and Togelius 2012)</xref>
        . Researchers tend to derive
game design patterns through either rigorous, cross-domain
analysis
        <xref ref-type="bibr" rid="ref15 ref24">(Milam and El Nasr 2010)</xref>
        or based upon their
subjective interpretation of game structure. We embrace this
subjectivity in our work by having designers create a
language of game design patterns unique to themselves with
which to interact with a PCGML system.
      </p>
    </sec>
    <sec id="sec-3">
      <title>System Overview</title>
      <p>
        The approach presented in this paper builds an Explainable
PCGML model based on existing level structure and an
expert labeling design patterns upon that structure. We chose
Super Mario Bros. as a domain given its familiarity to the
game designers who took part in our evaluation. The
general process for building a final model is as follows: First,
users label existing game levels with the game design
patterns they want to use for communicating with the system.
For example, one might label both areas with large amounts
of enemies and areas that require precise jumps as
“challenges”. The exact label can be anything as long as it is used
consistently. Given this initial user labeling of level
structure, we train a random forest classifier to classify additional
level structure according to the labeled level chunks
        <xref ref-type="bibr" rid="ref22">(Liaw,
Wiener, and others 2002)</xref>
        , which we then use to label all
available levels with the user design pattern labels. Given
this now larger training set of both level structure and labels,
we train a convolutional neural network-based autoencoder
on both levels structure and its associated labels
        <xref ref-type="bibr" rid="ref19 ref20">(Lang 1988;
LeCun et al. 1989)</xref>
        , which can then be used to generate new
level structure and label its generated content with these
design pattern labels
        <xref ref-type="bibr" rid="ref16">(Jain et al. 2016)</xref>
        .
      </p>
      <p>
        We make use of Super Mario Bros. as our domain, and, in
particular, we utilize those Super Mario Bros levels present
in the Video Game Level Corpus
        <xref ref-type="bibr" rid="ref29 ref31">(Summerville et al. 2016b)</xref>
        .
We do not include underwater or boss/castle Super Mario
Bros. levels. We made this choice as we perceived these two
level types to be significantly different from all other level
types. Further, while we make use of the VGLC levels, we
do not make use of any of the VGLC Super Mario Bros.
representations, which abstract away level components into
higher order groups. Instead, we draw on the image
parsing approach introduced in
        <xref ref-type="bibr" rid="ref14 ref29">(Guzdial and Riedl 2016)</xref>
        , using
a spritesheet and OpenCV
        <xref ref-type="bibr" rid="ref6">(Bradski and Kaehler 2000)</xref>
        to
parse images of each level for a richer representation.
      </p>
      <p>In total we identified thirty unique classes of level
components, and make use of a matrix representation for each level
section of size 8 8 30. The first two dimensions
determine the tiles in the x and y axes, while the last dimension
represents a one-hot vector of length 30 expressing
component class. This vector is all 0’s for any empty tile of a Super
Mario Bros. level, and otherwise has 1’s at the index
associated with that particular level component. Thus, we can
represent all level components, including background
decoration. We note that we treat palette swaps of the same
component as equivalent in class.</p>
      <p>
        We make use of the SciPy random forest classifier
        <xref ref-type="bibr" rid="ref17">(Jones,
Oliphant, and Peterson 2014)</xref>
        and tensorflow for the
autoencoder (Abadi et al. 2016).
      </p>
      <sec id="sec-3-1">
        <title>Design Pattern Label Classifier</title>
        <p>
          Our goal for the design pattern label classifier is to minimize
the amount of work and time costs for a potential user of the
system. Users have to label level structure with the design
patterns they would like to use, but the label classifier
ensures they do not have to hand-label all available levels. The
classifier for this task must be able to perform given access
to whatever small amount of training data a designer is
willing to label for it, along with being able to easily update its
model given potential feedback from a user. We anticipate
the exact amount of training data the system has access to
will differ widely between users, but we do not wish to
overburden authors with long data labeling tasks. Random forest
classifiers are known to perform reasonably under these
constraints
          <xref ref-type="bibr" rid="ref18">(Michalski, Carbonell, and Mitchell 2013)</xref>
          .
        </p>
        <p>The random forest model takes in an eight by eight level
section and returns a level design pattern (either a
userdefined design pattern or none). We train the random forest
model based on the design pattern labels submitted by the
user. We use a forest of size 100 with a maximum depth of
100 in order to encourage generality.</p>
        <p>In the case of an interactive, iterative system the random
forest can be easily retrained. In the case where the random
forest classifier correctly classifies any new design pattern
there is no need for retraining. Otherwise, we can delete a
subset of the trees of the random forest that incorrectly
classified the design pattern, and retrain an appropriate number
of trees to return to the maximum forest size on the existing
labels and any additional new information.</p>
        <p>Even with the design pattern level classifier this system
requires the somewhat unusual step of labeling existing level
structure with design patterns a user finds important.
However, this is a necessary step for the benefit of a shared
vocabulary, and labeling content is much easier than designing
new content. Further, we note that when two humans
collaborate they must negotiate a shared vocabulary.</p>
      </sec>
      <sec id="sec-3-2">
        <title>Generator</title>
        <p>The existing level generation system is based on an
autoencoder, and we visualize its architecture in Figure 1. The input
comes in the form of a chunk of level content and the
associated design patterns label, such as “intro” in the figure. This
chunk is represented as an eight by eight by thirty input
tensor plus a tensor of size n where n indicates the total number
of design pattern labels given by the user. This last vector of
size n is a one-hot encoded vector of level design pattern
labels.</p>
        <p>
          After input, the level structure and design pattern label
vector are separated. The level structure passes through a
two layer convolutional neural network (CNN). We note that
we placed a dropout layer in between the two CNN layers to
allow better generalization. After the CNN layers the output
of this section and the design patterns vector recombine and
pass through a fully connected layer with relu activation to
an embedded vector of size 512. We note that, while large,
this is much smaller than the 1920+n features of the input
layer. The decoder section is an inverse of the encoder
section of the architecture, starting with a relu fully connected
layer, then deconvolutional neural network layers with
upsampling handling the level structure. We implemented this
model with an adam optimizer and mean square loss. Note
that for the purposes of evaluation this is a standard
autoencoder. We intend to make use of a variational autoencoder in
future work
          <xref ref-type="bibr" rid="ref18">(Kingma and Welling 2013)</xref>
          .
        </p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Evaluation</title>
      <p>Our system has two major parts: (1) a random forest
classifier that attempts to label additional content with
userprovided design patterns to learn the designer’s vocabulary
and (2) an autoencoder over level structure and associated
patterns for generation. In this section we present three
evaluations of our system. The first addresses the random forest
classifier of labels, the second the entirety of the system, and
the third addresses the limiting factor of time in human
computer interactions. For all three evaluations we make use of
a dataset of levels from Super Mario Bros. labeled by five
expert designers.</p>
      <sec id="sec-4-1">
        <title>Dataset Collection</title>
        <p>
          We reached out to ten design experts to label three or more
Super Mario Bros. levels of their choice to serve as a dataset
for this evaluation. We do not include prior, published
academic patterns of Super Mario Bros. levels (e.g.
          <xref ref-type="bibr" rid="ref9">(Dahlskog
and Togelius 2012)</xref>
          ) as these patterns were designed for
general automated design instead of explainable co-creation.
Our goals for choosing these ten designers were to get as
diverse a pool of labels as possible. Of these ten, five
responded and took part in this study.
        </p>
        <p>Adam Le Doux: Le Doux is a game developer and
designer best known for his Bitsy game engine. He is
currently a Narrative Tool Developer at Bungie.</p>
        <p>Dee Del Rosario: Del Rosario is an events and
community organizer in games with organizations such as
Different Games Collective and Seattle Indies, along with being
a gamedev hobbyist. They currently work as a web
developer and educator.</p>
        <p>Kartik Kini: Kini is an indie game developer through his
studio Finite Reflection, and an associate producer at
Cartoon Network Games.</p>
        <p>Gillian Smith: Smith is an Assistant Professor at WPI.
She focuses on game design, AI, craft, and generative
design.</p>
        <p>Kelly Snyder: Snyder is an Art Producer at Bethesda and
previously a Technical Producer at Bungie.</p>
        <p>All five of these experts were asked to label their choice
of three levels with labels that established “a common
language/vocabulary that you’d use if you were designing
levels like this with another human”. Of these experts only
Smith had any knowledge of the underlying system. She
produced two sets of design patterns for the levels she
labeled, one including only those patterns she felt the
system could understand and the second including all patterns
that matched the above criteria. We refer to these labels as
Smith and Smith-Naive through the rest of this section,
respectively.</p>
        <p>
          These experts labeled static images of non-boss and
nonunderwater Super Mario Bros. levels present in the Video
Game Level Corpus (VGLC)
          <xref ref-type="bibr" rid="ref29 ref31">(Summerville et al. 2016b)</xref>
          .
The experts labeled these images by drawing a rectangle
over the level structure in which the design pattern occurred
with some string to define the pattern. These rectangles
could be of arbitrary size, but we translated each into
either a single training example centered on the eight by eight
chunk our system requires, or multiple training examples if
it was larger than eight by eight.
        </p>
        <p>We include some summarizing information about these
six sets of design pattern labels in Table 1. Specifically, we
include the total number of labels and the top three labels,
sorted by frequency and alphabetically, of each set. Each
expert produced very distinct labels, with less than one percent
of labels shared between different experts. We include the
first example for the top label for each set of design patterns
in Figure 2. Even in the case of Kini and Del Rosario, where
there is a similar area and design pattern label, the focus
differs. We train six separate models, one for each set of design
pattern labels (Smith has two).</p>
      </sec>
      <sec id="sec-4-2">
        <title>Label Classifier Evaluation</title>
        <p>
          In this section we seek to understand how well our random
forest classifier is able to identify design patterns in level
structure. For the purposes of this evaluation we made use
of AlexNet as a baseline
          <xref ref-type="bibr" rid="ref33">(Szegedy et al. 2016)</xref>
          , given that
a convolutional neural network would be the naive way one
might anticipate solving this problem. We chose AlexNet
given its popularity and success at similar image recognition
tasks. In all instances we trained the AlexNet until its error
converged. We make use of a three-fold cross validation on
the labels for this and the remaining evaluations. We make
use of a three-fold validation to address the variance across
even a single expert’s labels and due to the small set of labels
available for some experts.
        </p>
        <p>Our major focus is training and test accuracy across the
folds. We summarize the results of this evaluation in
Table 2, giving the average training and test accuracies across
all folds along with the standard deviation. We note that in
all instances our random forest (RF) approach outperformed
AlexNet CNN in terms of training accuracy, and nearly
always in terms of test accuracy. We note that given more
training time AlexNet’s training accuracy might improve,
but at the cost of test accuracy. We further note that AlexNet
was on average one and a half times slower than the random
forest in terms of training time. These results indicate that
our random forest produces a more general classifier
compared to AlexNet.</p>
        <p>We note that our random forest performed fairly
consistently in terms of training accuracy, at around 85%, but that
the test accuracy varied significantly. Notably, the test
accuracy did not vary according to the the number of
training samples or number of labels per expert. This indicates
that individual experts identify patterns that are more or less
easy to classify automatically. Further we note that Snyder
and Del Rosario had very low testing error across the board,
which indicates a large amount of variance between tagged
examples. Despite this, we demonstrate the utility of this
approach in the next section.</p>
      </sec>
      <sec id="sec-4-3">
        <title>Autoencoder Structure Evaluation</title>
        <p>We hypothesize that the inclusion of design pattern labels
into our autoencoder network will improve its overall
representative quality. Further, that the use of an automatic label
classifier will allow us to gather sufficient training data to
train the autoencoder. This evaluation addresses both these
hypotheses. We draw upon the same dataset and the same
three folds from the prior evaluation and create three
variations of our system. The first autoencoder variation has no
design pattern labels and is trained on all 8 8 chunks of
level instead of only those chunks labeled or autolabeled
with a design pattern. Given that this means fewer features
and smaller input and output tensors, this model should
outperform our full model unless the design pattern labels
improve overall representative quality. The second autoencoder
variation does not make use of the automatic design pattern
label classifier, thus greatly reducing the training data. The
last variation is simply our full system. For all approaches
we trained till training error converged. We note that we
trained a single ’no labels’ variation and tested it on each
expert, but trained models for the no automatic classifier and
full versions of our approach for each expert.</p>
        <p>Given these three variations, we chose to measure the
difference in structure when the autoencoder was fed the test
portions of each of the three folds. Specifically we capture
the number of incorrect structure features predicted. This
can be understood as a stand in for representation quality,
given that the output of the autoencoder for the test sample
will be the closest thing the autoencoder can represent to the
test sample.</p>
        <p>We give the average number and standard deviation of
incorrect structural features/tiles over all three folds in Table
2. We note that the minimum value here would be 0 errors
and the maximum value would be 8 8 30 or 1920
incorrect structural feature values. For every expert except for
Kini, who authored the smallest number of labels, our full
system outperformed both variations. While some of these
numbers are fairly close between the full and no labels
variation, the values in bold were significantly lower according
to the paired Wilcoxon Mann Whitney U test (p &lt; 0:001).</p>
        <p>Given the results in Table 3. We argue that both our
hypotheses were shown to be correct, granted that the expert
gives sufficient labels, with the cut-off appearing to be
between Kini’s 28 and Del Rosario’s 38. Specifically the
representation quality is improved when labels are used, and the
label classifier improves performance over not applying the
label classifier.</p>
      </sec>
      <sec id="sec-4-4">
        <title>Transfer Evaluation</title>
        <p>A major concern for any co-creative tool based on Machine
Learning is training time. In the prior autoencoder
evaluation, both the no labels and full versions of our system took
hours to train to convergence. This represents a major
weakness, given that in some co-creative contexts designers may
not want to wait for an offline training process, especially
when we anticipate authors wanting to rapidly update their
set of labels. Given these concerns, we evaluate a variation
of our approach utilizing transfer learning. This drastically
speeds up training time by adapting the weights of a
pretrained network on one task to a new task.</p>
        <p>We make use of student-teacher or born again neural
networks, a transfer learning approach in which the weights of
a pre-trained neural network are copied into another network
of a different size. In this case we take the weights from our
no labels autoencoder from the prior evaluation, copy them
into our full architecture, and train from there. We construct
two variations of this approach, once again depending on the
use of the random forest label classifier or not. We compare
both variations to the full and no labels system from the prior
evaluation, using the same metric.</p>
        <p>We present the results of this evaluation in Table 4. We
note that, while the best performing variation did not change
from the prior variation, in all cases except for the Kini
models, the transfer approaches got closer to the full
variation approach, sometimes off by as little as a fraction of
one structure feature. Further, these approaches were
significantly faster to train, with the no automatic labeling
transfer approach training in an average of 4.48 seconds and the
automatic labeler transfer approach training in an average
of 144.92 seconds, compared to the average of roughly five
hours of the full approach on the same computer. This points
to a clear breakdown in when it makes sense to apply what
variation of our approach, depending on time requirements
and processing power. In addition, it continues to support
our hypotheses concerning the use of automatic labeler and
personal level design pattern labels.</p>
      </sec>
      <sec id="sec-4-5">
        <title>Qualitative Example</title>
        <p>We do not present a front-end or interaction paradigm for
the use of this Explainable PCGML system, as we feel such
implementation details will depend upon the intended
audience. However, it is illustrative to give an example of how
the system could be used. In Figure 3 we present an
example of the two training examples of the pattern
“completionist reward” labeled by the expert Dee Del Rosario. The
full system, including the random forest classifier, trains on
these examples (and the other labels from Del Rosario), and
is then given as input the eight by eight chunk with only the
floating bar within it on the left of the image along with the
desired label “completionist reward”. One can imagine that
Del Rosario as a user wants to add a reward to this section,
but doesn’t have any strong ideas. Given this input the
system outputs the image on the right.</p>
        <p>
          We asked Del Rosario what they thought of the
performance of the system and whether they considered this
output matched their definition of completionist reward. They
replied “Yes – I think? I would because I’m focusing on
the position of the coins.” We note that Del Rosario did not
see the most decisive patch when making this statement,
which we extracted as in
          <xref ref-type="bibr" rid="ref25">(Olah et al. 2018)</xref>
          . This clearly
demonstrates some harmony between the learned model and
the design intent. However, Del Rosario went on to say “I
think if I were to go... more strict with the definition/phrase,
I’d think of some other configuration that would make you
think, ‘oooooh, what a tricky design!!’ ”. This indicates a
desire to further clarify the model. Thus, we imagine an
iterative model is necessary for a tool utilizing this system and
a user to reach a state of harmonious interaction.
        </p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Conclusions</title>
      <p>In this paper, we present an approach to explainable PCGML
(XPCGML) through user-authored design pattern labels
over existing level structure. We evaluate our autoencoder
and random forest labeler components on levels labeled by
game design experts. These labels serve as a shared language
between the user and level design agent, which allows for
the possibility of explainability and meaningful
collaborative interaction. We intend to take our system and
incorporate it into a co-creative tool for novice and expert level
designers. To the best of our knowledge this represents the first
approach to explainable PCGML.</p>
    </sec>
    <sec id="sec-6">
      <title>Acknowledgements</title>
      <p>We want to thank our five expert volunteers. This
material is based upon work supported by the National Science
Foundation under Grant No. IIS-1525967. We would also
like to thank the organizers and attendees of Dagstuhl
Seminar 17471 on Artificial and Computational Intelligence in
Games: AI-Driven Game Design, where the discussion that
lead to this research began.
Abadi, M.; Barham, P.; Chen, J.; Chen, Z.; Davis, A.; Dean,
J.; Devin, M.; Ghemawat, S.; Irving, G.; Isard, M.; et al.</p>
    </sec>
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