Abstract:Low-Rank Adaptation (LoRA) is a parameter-efficient technique for rapidly fine-tuning foundation models. In standard LoRA training dynamics, models tend to quickly converge to a local optimum near the initialization. However, this local optimum may not be ideal for out-of-distribution data or tasks such as merging and pruning. In this work, we propose a novel progressive training strategy for LoRA with random layer dropping. This strategy also optimizes the Shapley value of LoRA parameters in each layer, treating each layer as a player in a cooperative game. We refer to this method as Cooperative LoRA (CopRA). Our experimental results demonstrate that parameters trained with CopRA exhibit linear mode connectivity, which enables efficient model merging. This also paves the way for federated learning and multi-task learning via LoRA merging. Additionally, by optimizing the Shapley value, CopRA shows superior performance in pruning tasks.
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.
Abstract:Wave Function Collapse (WFC) is a widely used tile-based algorithm in procedural content generation, including textures, objects, and scenes. However, the current WFC algorithm and related research lack the ability to generate commercialized large-scale or infinite content due to constraint conflict and time complexity costs. This paper proposes a Nested WFC (N-WFC) algorithm framework to reduce time complexity. To avoid conflict and backtracking problems, we offer a complete and sub-complete tileset preparation strategy, which requires only a small number of tiles to generate aperiodic and deterministic infinite content. We also introduce the weight-brush system that combines N-WFC and sub-complete tileset, proving its suitability for game design. Our contribution addresses WFC's challenge in massive content generation and provides a theoretical basis for implementing concrete games.